This Part 6 Video in the TIN Terrain System series discusses using Culling, Partitioning, Auto-Materials, Sculpting, and more. See the video description for the link to this and previous projects and packaged downloads.
curious... woudlnt the collision be a bit expensive with 100 % ? Using complex as collision. The collision would be used all over since its such a large object.
Not a problem. These are highly optimized. The entire 16km terrain is only 500MB of static mesh and 5 million vertices. Each 1km mesh in this test set is only 20,000 vertices. A 1km set of four World Partition Components in Landscape is 1 million vertices, in comparison. If you wanted to create a second lower triangle count LOD and use that for LOD1 and for collision that could just as easily be done. It looks like Epic removed the Collision Memory info from the stat commands so I couldn't find a definitive comparison answer for actual use between Landscape and TINs.
Hi. I began to dive on Epic forum into worldbuilding and it seems quite confusing for me: over 90% YT videos ,Epic itself on UEngine documentation glorify Landscape tool as a cool, MUST use feature to create big game world for Unreal Engine. BUT even on UnrealEpics forum it seems people more professional in topic saus: UE Landscapes are bad as f... That if you want to make bigger world, ewven something like 4x4 km landscape (in 1 level map)you shouldnt use default UE% Landscape tool for it? Is it really so bad performance wise (ofc I know there are so many other factoirs-how many material layers, how complex automaterial, landscape material texture resolution, density of meshes in the world- high or low poly (not even counting megascans and nanites). I watched (on my other account) your entire series about WorldPartition, few about HLODs, now started your newest series about TIN Terrain and I'm confused again. If Im going to have probably most maps,levels in my world 2x2km (with loading,tranistions to other maps=biomes), at most 4x4km (probably desert,savannah not jungle biome with thousands of trees and grass) do I really have to seriously think about TIN system, original Landscape system will be so performance poor even for that"? Is using UE original Landscape mode really NOT TO GO option for creating open world game? As I mentioned- semi-open for me, with loading to other maps/biomes
The UE5 Landscape system is perfectly fine for terrains up to 16km x 16km. 16km is its effective maximum, since that is the size of the Edit Layers. So for anyone creating 16km terrains and smaller, they should be using Landscape. Landscape mainly because Epic has developed so many editing tools for it. The TIN Terrain system is for terrains larger than 16km, or for specific use cases like flight simulators or large driving games. TINs have been in use for decades, but mainly on consoles where there is limited memory or on games where massive terrains are required.
You would only use a TIN Terrain if you had a specific use case that worked within its design parameters. Landscape has many more editing tools and non-destructive layers. TINs require that your heightmap be 100% complete and ready because changes are difficult. I know that there are a few people on the Epic forums that like to trash the Unreal Engine and Landscape, ask yourself how many games have they shipped? What do they think Fortnite is using, and that is a $1 Billion+ game. Use the best tool for your needs, if that means that you want a lot of editing capabilities, materials, RVT, etc, then Landscape is the one to go to in UE5. Especially if you are only 2k or 4k size, one of my games that will be shipping soon is using 2k Landscapes and they are really highly performant in the design that I used. If you want even higher performance than Landscape and your heightmaps are 100% complete and don't require further editing, then TINs are an option. But you require the software tools to be able to create the TINs. For Landscape all you need is UE5.
@@demenzunmedia Ok,thank you very much for response. So as I hoped, Landscape from UE should be more than enough ,and not gonna lie- more convenient,out of box solutunion. At least 1 thing less to do,learn from scratch;) I will stick to your videos and advices you give in WordlPartition and HLOD series then. I very appreciate and happy you didn't give up on this channel. The depth of your research, all comparison data are top notch, thank you for that. cheers
@@AfterHoursDevchannel - You are welcome. Ignore the haters. Since you are going with 2k and 4k Landscapes they should even perform really well. In my upcoming Max game the 2k Landscapes render exceptionally fast, they are used as full scene side-scroller backdrops. It's usually just with 8k and 16k Landscapes that you have to use HLODs and other tricks to get far view distances. Epic has made their Landscape full-featured, so much so, that they also use it in their own games. I have a new World Partition Landscape video coming out soon that has updates for 5.3 and 5.4, most of my videos are around 5.1, and there are some changes.
@@demenzunmedia yes, I will do some testing with generating terrain heightmaop in GAEA and maybe try to use HLODs for making imposter meshes to at least show far distance,"far away"biomes=== I dont wanna situation that player can go on top of mountain, higer tower or sth and clearly see map ending in 2 km away,or water planes/ fog everywhere around-. Think HLODs or even simplified meshes (maybe even 2d cards)of far away lands,biomes will give at least idea,sense that world is much bigger than this one biome player is at the moment (OFC providedI will implement that,put together in pleasing to eye way+ ofc performance wise)
This Part 6 Video in the TIN Terrain System series discusses using Culling, Partitioning, Auto-Materials, Sculpting, and more.
See the video description for the link to this and previous projects and packaged downloads.
Thank you!!!
curious... woudlnt the collision be a bit expensive with 100 % ? Using complex as collision. The collision would be used all over since its such a large object.
Not a problem. These are highly optimized.
The entire 16km terrain is only 500MB of static mesh and 5 million vertices.
Each 1km mesh in this test set is only 20,000 vertices.
A 1km set of four World Partition Components in Landscape is 1 million vertices, in comparison.
If you wanted to create a second lower triangle count LOD and use that for LOD1 and for collision that could just as easily be done.
It looks like Epic removed the Collision Memory info from the stat commands so I couldn't find a definitive comparison answer for actual use between Landscape and TINs.
Hi. I began to dive on Epic forum into worldbuilding and it seems quite confusing for me: over 90% YT videos ,Epic itself on UEngine documentation glorify Landscape tool as a cool, MUST use feature to create big game world for Unreal Engine. BUT even on UnrealEpics forum it seems people more professional in topic saus: UE Landscapes are bad as f... That if you want to make bigger world, ewven something like 4x4 km landscape (in 1 level map)you shouldnt use default UE% Landscape tool for it?
Is it really so bad performance wise (ofc I know there are so many other factoirs-how many material layers, how complex automaterial, landscape material texture resolution, density of meshes in the world- high or low poly (not even counting megascans and nanites).
I watched (on my other account) your entire series about WorldPartition, few about HLODs, now started your newest series about TIN Terrain and I'm confused again.
If Im going to have probably most maps,levels in my world 2x2km (with loading,tranistions to other maps=biomes), at most 4x4km (probably desert,savannah not jungle biome with thousands of trees and grass) do I really have to seriously think about TIN system, original Landscape system will be so performance poor even for that"?
Is using UE original Landscape mode really NOT TO GO option for creating open world game? As I mentioned- semi-open for me, with loading to other maps/biomes
The UE5 Landscape system is perfectly fine for terrains up to 16km x 16km. 16km is its effective maximum, since that is the size of the Edit Layers. So for anyone creating 16km terrains and smaller, they should be using Landscape. Landscape mainly because Epic has developed so many editing tools for it.
The TIN Terrain system is for terrains larger than 16km, or for specific use cases like flight simulators or large driving games. TINs have been in use for decades, but mainly on consoles where there is limited memory or on games where massive terrains are required.
You would only use a TIN Terrain if you had a specific use case that worked within its design parameters.
Landscape has many more editing tools and non-destructive layers. TINs require that your heightmap be 100% complete and ready because changes are difficult.
I know that there are a few people on the Epic forums that like to trash the Unreal Engine and Landscape, ask yourself how many games have they shipped? What do they think Fortnite is using, and that is a $1 Billion+ game.
Use the best tool for your needs, if that means that you want a lot of editing capabilities, materials, RVT, etc, then Landscape is the one to go to in UE5. Especially if you are only 2k or 4k size, one of my games that will be shipping soon is using 2k Landscapes and they are really highly performant in the design that I used.
If you want even higher performance than Landscape and your heightmaps are 100% complete and don't require further editing, then TINs are an option. But you require the software tools to be able to create the TINs. For Landscape all you need is UE5.
@@demenzunmedia Ok,thank you very much for response. So as I hoped, Landscape from UE should be more than enough ,and not gonna lie- more convenient,out of box solutunion. At least 1 thing less to do,learn from scratch;) I will stick to your videos and advices you give in WordlPartition and HLOD series then. I very appreciate and happy you didn't give up on this channel. The depth of your research, all comparison data are top notch, thank you for that. cheers
@@AfterHoursDevchannel - You are welcome. Ignore the haters. Since you are going with 2k and 4k Landscapes they should even perform really well. In my upcoming Max game the 2k Landscapes render exceptionally fast, they are used as full scene side-scroller backdrops. It's usually just with 8k and 16k Landscapes that you have to use HLODs and other tricks to get far view distances. Epic has made their Landscape full-featured, so much so, that they also use it in their own games.
I have a new World Partition Landscape video coming out soon that has updates for 5.3 and 5.4, most of my videos are around 5.1, and there are some changes.
@@demenzunmedia yes, I will do some testing with generating terrain heightmaop in GAEA and maybe try to use HLODs for making imposter meshes to at least show far distance,"far away"biomes=== I dont wanna situation that player can go on top of mountain, higer tower or sth and clearly see map ending in 2 km away,or water planes/ fog everywhere around-. Think HLODs or even simplified meshes (maybe even 2d cards)of far away lands,biomes will give at least idea,sense that world is much bigger than this one biome player is at the moment (OFC providedI will implement that,put together in pleasing to eye way+ ofc performance wise)