Ok so RVT actually works on tiled landscape with only one single RVT and one RVT volume.
- RVT volume in persistent level. Scale of the volume should be set manualy to whole landscape size because “copy bounds” returns wrong scale
- RVT size has to be set really high to get correct texture quality on landscape (had to set mine to 4096-1024-4). Texture resolution looks 1:1 to non RVT landscape material with 8km² landscape. Larger landscape would still need adaptive virtual texture to be added to the engine.
- Unfortunatly, the virtual texture asset has to be manualy assigned to each LandscapeStreamingProxy because they don’t use the Landscape actor settings. It’s time consuming if you work with 1000 tiles (you can load many tiles, select all LandscapeStreamingProxy and set the virtual texture in one time if you have enough RAM/VRAM to load them)
RVT is cool for final optimization but can’t really be used while working on level design because:
- Layers preview in the paint tool are all black (so you have to chose a good name for your layers and remember how they look)
- RVT updates really slowly in editor so painting landscape layers is not realtime but takes time to update