Hey, look an solution to force streaming only what is visible for player on the screen with some margin. To predict cells to not have popping. Need also max range,distance spawned for that- All the best
i’m not sure, but i thought the world partition already has this functionality.
maybe with this World Partition - Hierarchical Level of Detail in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
otherwise maybe you cal add a volume as a child of the camera that can affect loading. but i’m not sure how well that will work. though i tried doing this kind of thing and i found is actually not very helpful. as camera rotation can be hyper fast. you can do a 180 in a few frames. which will force the loading to “trashing” . it would be very innefficient and add pop-ins. i had the same issue with conditional replication and significance. so i personally would not recommend it.
Thank You!. I Have tried with Streaming component and it cant handle well - Cells are loaded too slow even with FastGeo. Get visible pops. All The best!
No prob, i’m glad it helped
keep in mind that there will always be pops. it’s important to work with them, and not try to make them disappear (as it’s impossible).
you can animate pop ins for example, you can use masked dithered transitions. on materials there’s a node for cull transition animation. “Distance Cull Fade” for regular meshes, and “PerInstanceFadeAmount” for instances.
depending on the platform you target the disk or memory could be small/slow.
and if you target pc, then you can’t control the disk speed of users.
you could play with cell sizes but i wouldn’t recommend it as it will make churn a problem, you’d want to keep cells relatively small i think.
i don’t recall exactly, but it think you can play with how far ahead it tries to load. how many cells ahead. maybe that helps.
but again keep in mind that the bigger the cells, and the farther ahead, the more ram AND vram is going to consume. and it could affect mid range hardware.
Thank You! Great Content and Love Your Vlogs,
I solved issue with performance 5.7 is my main production version. Going to focus on RTX3060-4060 8GB to deliver 30 FPS with Epic Setting and RT for Ultra Wide resolution (Will Require DLSS 4)
Propably will use that Fog to hide cells which consume VRAM. But We are here - its the Future -Runtime Open Worlds
All good, i’m glad it helped!
My vlogs? Those are epic’s links. though i do have a game and i put my devlogs here, and also livestream the development. Thanks a ton if you watched those
Awesome. beware that 5.7 is not even production ready, and it’s preview. I would be careful to use it until 5.7.1
Is great that you have a hardware and setting target.
I’d recommend also to allow the user to change the quality levels, and use that on your materials.
Great idea! There’s nothing to see past the visibility limit anyway.
also a problem with vram is that cards are still shipping with 8g, which nowadays is barely enough. specially with lumen, nanite, vsm, open worlds and others.
go for what you love man! it’s possible, just need to be aware of performance.
What’s the game, incidentally?
Sorry, who’s that question for? i assume it’s for myasga, right?
You mentioned you are developing a game. What sort of thing?