UE5 - World Partition - Massive Map Sizes?

We are discussing the World Partition system here.

The one poster is simply discussing World Composition because he can create large landscapes there without running out of memory, and then convert those to World Partition. Doing that has the issues that I discussed in my post.
The creation and conversion has nothing to do with World Composition render performance or drawcalls or Section render size that you are going on about.

Isn’t “efficient” the entire point of it?
Why use Landscape sizes that are not efficient?

Game developers use Landscape because of the toolset and features and addons.
Most game developers are not going to be concerned with Landscape versus terrain mesh render comparisons. Converting to a mesh is beyond what most game developers want or need.

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