Hi all. Since tessellation has been depreciated in UE5 I guess many of you are playing around with the virtual heightfield mesh plugin for landscape displacement and blending. I have invested a bit of time around this myself. Basically, love the idea but found the implementation of VHM in my project somewhat challenging (unintuitive).
The RVT Heightfield Mesh Widget in OpenLand (see the marketplace or GIT) simplified the set up of the RVT volumes and textures and is useful for anyone having a problem with those steps. However, it did glitch, so if using the widget I would still recommend zeroing out the scale settings in the RVT volumes created by the widget and then using the āset boundsā buttons in the details panel of the volumes to extend them accurately around your landscape.
One of the biggest problems I found was āfickeringā and āblurringā with landscape textures used by the RVT mesh. After some googling and trial and error I solved these problems by going to the the details panel of the Heightfield mesh actor and:
(a) upping the LOD distribution setting. In the end, the default setting of 1.7 worked for me, but upping it increases the distance for the LODās and reduces the ājumpingā geometry as the LODs change;
(b) unchecking the āRender in Main Passā setting however was the big winner. One click and the jumping geometry and blurry landscape textures disappeared like magic. So definitely give this a go if you are having RVT texture issues.
As regards UE5 ācrashesā, which seems to happen often in the virtual heightfield mesh pipeline, this seemed to be an issue around video memory. I found reducing the tile āsize of the virtual texture in tilesā setting inside RVT āmaterialā helped. Took the tile size down from 4K to 2K.
The good news is that once those changes were made my landscape displayed correctly with displacement and best of all at 120 FPS and a steady 8.3 ms, so I was a pretty happy camper.
@Dovah_Niik - Unfortunately donāt have any answers. At this point the VHF plugin is experimental at I not even sure the tips suggested in my earlier post work as intended.
VHF in UE 5 is a bit of a mess ATM so it might be better to wait until a more stable plugin is released.
Iām also struggling with this topic.
Iām trying to create some displacement for the terrain in UE5. This method although much harder to setup than previous tessellation option, seems to be working OK. In terms of performance it is much better than what tess could offer.
The problem Iām facing though is incredibly sluggish update of the VT.
It seems like it doesnāt have enough memory to stream properly. Tiles are popping very noticeably and often are blurry for seconds before clear. Sometime they even get stuck and never clear.
This is not to mention the mesh popping and flickering of the Heightfield mesh itself.
The proposed solutions above , donāt work for me. And I really cant see how they could , one will just disable the mesh itself.
Wondering how do we correct for this. Is there someone with some experience with RVT on landscapes to recommend some settings - on the VT texture , console commands etc.
Sounds like your actual landscape was still being rendered beneath the VHFM. When you disabled itās ārender in main passā it just hid the height mesh, leaving only the actual landscape.