Optimize LOD & Improve FPS in Unreal Engine 5 UE5

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ความคิดเห็น • 38

  • @nielslabbert1839
    @nielslabbert1839 2 ปีที่แล้ว +6

    AMAZING VIDEO! This has helped me more than you know. I completely understand how LOD's work. Awesome bro, may you be blessed!

  • @Duskyberry
    @Duskyberry ปีที่แล้ว +3

    Wonderfully explained thank you!

  • @The9PointStar
    @The9PointStar ปีที่แล้ว +1

    Thank you! this was exactly what i was looking for!

  • @kaichenghan6694
    @kaichenghan6694 ปีที่แล้ว +1

    Thank you! That's exactly what I wanted!

  • @m1stersn1pe42
    @m1stersn1pe42 2 ปีที่แล้ว +1

    Great video!

  • @nikolistary
    @nikolistary ปีที่แล้ว +17

    IT'S ALL ABOUT MINIMUM LOD 😁 Seriously, just going from 0 to 1 makes a huge difference. LOD 0 should only be used for architecture and small set pieces. Almost everything looks perfect still at 1. Like Werewolven said, it's all about toggling thru 0-4 and finding what looks the best at the lowest price.

    • @GriboullettaEsperanza-mu6ni
      @GriboullettaEsperanza-mu6ni 8 หลายเดือนก่อน

      Yes absolutely ! And if you developed video games, you should set LOD to 2 or 3 for lower PC !

    • @RizkyAshary
      @RizkyAshary 3 หลายเดือนก่อน +1

      ​@@GriboullettaEsperanza-mu6nibut some developed not thinking about low spec pc , they just thinking about nice graphic even in low setting lol that's stupid

  • @rifat.ahammed
    @rifat.ahammed ปีที่แล้ว

    Thank you

  • @NazzarenoGiannelliCG
    @NazzarenoGiannelliCG ปีที่แล้ว

    I am having issues with auto generated LODs distances in UE 5.0.3.
    The distance calculation looks off and even close to the static mesh I am already at LOD3. Only way I found to fix this is to disable Auto Compute LOD Distances and assign custom screen sizes. It's definitely not ideal. This happens both with newly imported static meshes and also with migrated static meshes from UE4. I did not find similar issues on the net. Is anyone encountered the same problem?

  • @djsalis
    @djsalis ปีที่แล้ว

    The applied changes to the video did not change my fps

  • @UNmisterIZE-xz7yx
    @UNmisterIZE-xz7yx 8 หลายเดือนก่อน +1

    Been watching your vids for few months now.. and i just realized im not subscribed 🤦‍♂
    .....
    click...
    haaaaa now i am!

  • @cebuch.
    @cebuch. 2 ปีที่แล้ว +1

    Dude I need LOD to be max so sniper can't spot me in the distance :P

  • @GoddaryuTUBE
    @GoddaryuTUBE 2 ปีที่แล้ว +1

    wait so is LOD 0 the highest detail? i've been thinking the higher LODs are higher detail this entire time oops

    • @WerewolvenGames
      @WerewolvenGames  2 ปีที่แล้ว

      yup! it confused me too :)

    • @tacticalsapper
      @tacticalsapper 2 ปีที่แล้ว

      Yeah same here.

    • @cida6640
      @cida6640 2 ปีที่แล้ว

      maybe so you can't increase it higher than max, it allows you to make as many downgrades as you want...

    • @GoddaryuTUBE
      @GoddaryuTUBE 2 ปีที่แล้ว

      @@cida6640 makes sense, I just haven't ever seen anything higher than LOD 6 before and assumed it related to texture resolution so thought it was like 6 = 8k, 5 = 4k 4 = 2k 3 = 1080p, 2 = 720p, 1 = 480p 0 = 240p

  • @zolejester2580
    @zolejester2580 ปีที่แล้ว

    can't edit once its grouped to foliage! And without grouping the mesh looks black -_- hope someone helps me out..!? plz😁

  • @prelux8186
    @prelux8186 6 หลายเดือนก่อน

    U expecting me to do this shit on every one of my foliage meshes?

  • @jacklawrence2221
    @jacklawrence2221 4 หลายเดือนก่อน

    using low poly mesh is always the easiest solution

  • @bdenix1997
    @bdenix1997 2 ปีที่แล้ว +4

    i thought nanite would take care of the lods.

    • @WerewolvenGames
      @WerewolvenGames  2 ปีที่แล้ว +9

      i thought so too, that's actually why i started up again, the thought of creating without worrying about polygons. but it seems that nanite doesn't work with moving parts, like trees that sway in wind... big sad :(

    • @bdenix1997
      @bdenix1997 2 ปีที่แล้ว

      @@WerewolvenGames wow. i thoguht all the static meshes were good to go. is there any other cases where nanite doesnt work?

    • @_Lionard
      @_Lionard 2 ปีที่แล้ว +1

      @@bdenix1997 Yes, it won't work with any translucency, which means for example glass (windows) only static non stransparent, non moving objects.

    • @tacticalsapper
      @tacticalsapper 2 ปีที่แล้ว

      @@WerewolvenGames Can you please create a tutorial on how to activate the wind swaying in UE5? I know there is a checkbox in the material editor, but nothing visible happened afterwards. So I'm pretty sure, I'm missing something :D

    • @WerewolvenGames
      @WerewolvenGames  2 ปีที่แล้ว

      th-cam.com/video/ZAFCvSX6Gps/w-d-xo.html

  • @peter486
    @peter486 2 ปีที่แล้ว +2

    im gona te you a secret, Everything megascan is shit :) their models are spegetti their UV´s is spaghetti, they are all created in speed tree.Best Optimization you could do is in Maya because the models itself is just Junk

    • @christopherpearson8637
      @christopherpearson8637 2 ปีที่แล้ว +7

      hahahahaha no

    • @rektproductions1533
      @rektproductions1533 ปีที่แล้ว +4

      @@christopherpearson8637 lmfao fr. easily the largest, most detailed library of assets all completely for free. Megascans also received an epic grant which is no easy feat at all

    • @kanzarihaithem6496
      @kanzarihaithem6496 ปีที่แล้ว

      totally agree

    • @becomeunlimited
      @becomeunlimited 3 หลายเดือนก่อน +1

      LMAOOOOO pure delusion, the assets are by a long shot the most photorealistic free assets to ever exist, spend a few minutes optimizing each asset and you have a variety of assets with insanely high detail-to-cost ratio.