world partition vs level streaming on UE5
which one is better for separated levels?
i have different area’s but all actors are seperated and Sequence’s is different.
So which one is better for different levels?
For separate levels, undoubtably streaming. World partition is for large worlds.
so how about Memory usage?
which one is more suitable for Separated levels?
i mean there is an some different huge level sequences in levels like a separated Animation Movies
The engine probably cant run “huge” levels at a satisfying FPS - not to mention loading times even off the fastest M.2 - in order for you to make cut scenes work.
Either go back to 4.## where things used to actually work, or resign on having to create pre-rendered videos for your cutscenes (so 1990!)…
They’re both about the same.
so Level Streaming and World partition is same for Performance right?
Assuming you’re loading the same amount of stuff, yes. But with streaming, you get to choose when and what. With WP, it just happens.
Well, it happens based on 2d distance from the tile…
I’ve seen you reply on a few other posts and would love to get your thoughts on a similar situation.
I’m working on a project where we have a structure that has over 700 rooms. My original plan was to have them all be separate levels to be streamed in. However, some of our designers are having issues loading the persistent level (currently at 30 rooms), even with the sub levels hidden.
Each room is a little dense with meshes 5000 to 10000, but they are really low poly (Typically <100 if not <50). Reducing the meshes is not possible.
I did not expect that world partition is really a solution for this, but maybe it is, with a really tight grid.
Is there some setting I’m missing in the editor for loading a persistent level with all the streaming levels turned off that makes it faster or more resource conscious?
We are on 5.3.
Any thoughts would be great appreciated.
With streaming, and the levels pre-loaded in the persistent, yes, there is a long load time. The system does have to get everything ready for streaming.
If you want an ad-hoc approach to streaming, then I’d recommend using level instances. They are still streamed, but you just don’t have that massive persistent.
To be clear, most of the stuff on youtube regarding ‘level instances’ is to do with a new editor functionality, I’m not talking about that ( in fact I can’t find anything else ).
I mean using specifically, the nodes
. Load level instance by name / reference
. Set is requesting unload and removal
You can load what you want in any transform, at runtime
I know exactly what you’re talking about and I do see the value in that. I’ll set up that solution and see how it works. Thanks for your time!
Community Hero indeed.
Curious if anyone is using data layers or if they are completely broken like most of the engine…
Seems like in a custom octree approach for level generation by loading random parts they would actually be useful…