Still......if you don't have necessary knowledge, you can't create a game alone, it's just impossible, if you don't understand the code you follow by tutorials. Cuz game creation involves lot of different professions involved, programmer in theory can create the game solo, but it won't be appealing visually, and artist won't create anything complex cuz he does not know how to code:D
As a beginner solo developer I was always afraid I'd spend years just making LODs for my first game, I find this extremely relieving, now I can focus more on the actual gameplay systems and just adding more models to my project. Thank you for the very helpful video and Merry Christmas!
This is EXACTLY what I needed. I downloaded some assets from the store that are just nanite, so some models are like 20k polygons. I swapped them to LODs but still, LOD 0 with 20k is a LOT for just a single mesh. Changing the LOD 0 (ironically you mention that you don't want to do that :D) to a much lower number was so helpful. Now these 20k meshes are reduced to 3k, and it took me 1 minute :)
Why do you need LODs if you're using Nanite? Nanite is essentially a LOD system already. A 20k poly nanite mesh isnt rendering 20k all the time, it reduces the count the further away you are
@@Readous The thing is that most pcs can't really utilize nanite, as of today, and as far as I know. So it's still a safer bet to go for low polys with LODs. Don't take my word for it tho, I am no expert.
Hey dude i just wanna say that i love you. Dont die on me because it has helped me alot. I had to push back so many updates to my map because of the lag. This has fixed it and i cannot be happier. Dont ever die
Thank you so much for this VERY HELPFUL LOD tutorial! Thanks to you, people will not complain about the performance in my game and how their pc overheated while they playing my game xD You're my hero man, seriously !
Thanks for the great tut! so useful :) If I wanted to have multiple of the same model with the LODs on it in my scene, could I just dublicate it normally, or would I have to apply the LODs on every single model?
So when you changed the LOD group to large prop, and it did the calculating, does it store all the new LOD meshes somewhere in your content drawer? Or does it somehow just edit the original mesh while the game is being played? Also, its crazy how much this boosts performance, things like this aren't emphasised enough... Surely UE5 automatically does this for each asset if you dont manually go through these steps? Also, at the point of transitions between assets, surely there is some performance drop because the gpu/cpu has to switch the assets? Which means its probably not beneficial to have too many LOD's for a model... Also, sometimes you may be happy with a lower level LOD at a certain angle, as opposed to distance, from the camera, is there a way to mark the angles that certain LOD's of assets should render at?
I deleted the project I had been working on for months just because Lods was getting high fps, and 2 months later I came across this video, it's like a joke :D
Hey quick question for anyone. Does someone knows if it is possible to apply lod to every meshes that i have in one manip ? or do i have to make it one by one ? Otherwise, very complete and amazing video, im slowly abandoning nanite and i was afraid to work with lod because i though i had to spend a ton of time to settle it. unreal is trully powerfull.
Do you know how to efficiently manage rendering/draw distance for open world "chunks/parts" ? i have terrain meshes with the dize of 31 507 x 31 507 meters and desired max draw distance to 45k, but some of my terrain meshes appear and disappear very strangely when i move by the world/move my chird person camera. The only "solution" i have so far is increase desired max draw distance to 150k, but that's very high value what you think?:)
You should not rely on Nanite. It is not an excuse not to use LODs. Lots of modern games tried using nanite only and it bit them on their arses. When in doubt follow fortnite (made by the same company as the engine): It has nanite but allows you to disable and use LODs instead. This allows you to run on more platforms and on older hardware, while still keeping the benefits of nanite on newer hardware.
Let's say you manually add a LOD by uploading an FBX, if that LOD and the original model don't match shape, they cast weird shadows on each other. What causes this and can it be avoided? Not that I don't like auto LODs, I was just wondering what this self-shadowing issue was all about. (5.2.1) When using auto-LODs the issue doesnt seem to appear.
Does having more LODs make the game harder to run? Surely you would want more than just 5 LODs for a model, you really don't need that many triangles if you're 20 meters away, but adding more LODs would increase the RAM requirements right? I wonder if multi instancing would help with the RAM requirements?
13 years ago if you wanted to be a 3d modeler for video games then your whole job was making LOD models. It's a great time to be alive.
😂😂😂
You still have to.
@@R1zzio Yeah you should still make your own LODs, in the example given in the video I can see it triangulates flat surfaces which is not needed.
@@R1zzio you dont but you should
I'm just happy I grow up in an era where all these kind of tools are available...for free.
Still......if you don't have necessary knowledge, you can't create a game alone, it's just impossible, if you don't understand the code you follow by tutorials. Cuz game creation involves lot of different professions involved, programmer in theory can create the game solo, but it won't be appealing visually, and artist won't create anything complex cuz he does not know how to code:D
I've always known about LODs but seeing how UE5 handles them is really interesting! Thanks for the video! This was really easy to understand!
Thanks dude. I'm glad you found it useful
As a beginner solo developer I was always afraid I'd spend years just making LODs for my first game, I find this extremely relieving, now I can focus more on the actual gameplay systems and just adding more models to my project. Thank you for the very helpful video and Merry Christmas!
ive been putting this aside because i thought it would take a whole day to figure out.. crazy
Great tutorial, i watched two others before this and i got the basic idea but you explained this really well and with enough depth. Thanks
It's what I do.
Thanks for watching 👍
Wow, thank you so much, I never thought that ue had such a feature!
This is EXACTLY what I needed. I downloaded some assets from the store that are just nanite, so some models are like 20k polygons. I swapped them to LODs but still, LOD 0 with 20k is a LOT for just a single mesh. Changing the LOD 0 (ironically you mention that you don't want to do that :D) to a much lower number was so helpful. Now these 20k meshes are reduced to 3k, and it took me 1 minute :)
Why do you need LODs if you're using Nanite? Nanite is essentially a LOD system already. A 20k poly nanite mesh isnt rendering 20k all the time, it reduces the count the further away you are
@@Readous The thing is that most pcs can't really utilize nanite, as of today, and as far as I know. So it's still a safer bet to go for low polys with LODs. Don't take my word for it tho, I am no expert.
This was such a life saver! Holy moly! I was grasping at straws trying to keep my proto game from dying of cringe.
Hey dude i just wanna say that i love you. Dont die on me because it has helped me alot. I had to push back so many updates to my map because of the lag. This has fixed it and i cannot be happier. Dont ever die
I'll try my best to stay alive just for you.
Just giving the algorithm some good signals. Great video, short and packed with useful info, perfect format for learning while having ADHD hahaha.
Thanks for the positive algorithm vibes :)
Thank you so much for this VERY HELPFUL LOD tutorial! Thanks to you, people will not complain about the performance in my game and how their pc overheated while they playing my game xD You're my hero man, seriously !
Amazing. Thanks!
amazing tutorial!
Thank you for this tutorial this saved weeks of work
Glad it helped!
_Dude,_ this is *_tremendous!_* *_HOLY SHIT!_* 👀
I'm really glad you approve
Awesome tutorial, thanks!
Very helpful, thank you!
Thanks! Very usefull I Liked it!
Damn love you man tnx
I love you too buddy
Useful, thanks a lot!
learned a lot here, subbed - thanks a million for the info!!! too lazy to read through the documentation lol.
Thanks for the great tut! so useful :)
If I wanted to have multiple of the same model with the LODs on it in my scene, could I just dublicate it normally, or would I have to apply the LODs on every single model?
yes
Yes
Thanks for your video but im dumb or there is no Auto compute distance in methumans meshes ?
Can you make the highest detailed LOD object a blueprint actor so it's interactable?
So when you changed the LOD group to large prop, and it did the calculating, does it store all the new LOD meshes somewhere in your content drawer? Or does it somehow just edit the original mesh while the game is being played?
Also, its crazy how much this boosts performance, things like this aren't emphasised enough... Surely UE5 automatically does this for each asset if you dont manually go through these steps?
Also, at the point of transitions between assets, surely there is some performance drop because the gpu/cpu has to switch the assets? Which means its probably not beneficial to have too many LOD's for a model...
Also, sometimes you may be happy with a lower level LOD at a certain angle, as opposed to distance, from the camera, is there a way to mark the angles that certain LOD's of assets should render at?
nice
Thanks dude
I deleted the project I had been working on for months just because Lods was getting high fps, and 2 months later I came across this video, it's like a joke :D
Can I just create for the texture along and not affect the mesh
This is done automatically in UE5 as long as your textures are power of 2 sizes (e.g. 1024x1024 or 2048x2048)
It's called mipmapping.
If I Force a LOD can i Still switch between them as I get away from the object?
Hey quick question for anyone. Does someone knows if it is possible to apply lod to every meshes that i have in one manip ? or do i have to make it one by one ?
Otherwise, very complete and amazing video, im slowly abandoning nanite and i was afraid to work with lod because i though i had to spend a ton of time to settle it. unreal is trully powerfull.
is it better to use LOD or nanite?
It depends on your target platform really. Not all platforms support nanite.
@@GameDevAcademy by platform you mean PC/PS5/XBOX right?
can you make a video about all maps in maya. Normel map etc...
What do you mean? Like what they are? What they do? How to use them? How to make them?
How to use them? How to make them?
pls tuturial with grass from megascane ...
Do you know how to efficiently manage rendering/draw distance for open world "chunks/parts" ? i have terrain meshes with the dize of 31 507 x 31 507 meters and desired max draw distance to 45k, but some of my terrain meshes appear and disappear very strangely when i move by the world/move my chird person camera. The only "solution" i have so far is increase desired max draw distance to 150k, but that's very high value what you think?:)
but with naite it fixes this right, dont have to think about it?
In theory, but this does take more system resources than LOD and Nanite isn't supported on all platforms.
I think turning on nanite is easier and faster in performance, why do you not choose it?
Nanite is not supported on all platforms. I am planning on releasing a video covering Nanite next though.
@@GameDevAcademy I'm excited for this. Thanks!
@@GameDevAcademy I hope manual LODs are never needed past 2023
Nanite is bad
You should not rely on Nanite. It is not an excuse not to use LODs.
Lots of modern games tried using nanite only and it bit them on their arses.
When in doubt follow fortnite (made by the same company as the engine): It has nanite but allows you to disable and use LODs instead. This allows you to run on more platforms and on older hardware, while still keeping the benefits of nanite on newer hardware.
Is there texture LOD... like you have a simple plane but high texture
Yes, it is called mipmaps.
Let's say you manually add a LOD by uploading an FBX, if that LOD and the original model don't match shape, they cast weird shadows on each other. What causes this and can it be avoided? Not that I don't like auto LODs, I was just wondering what this self-shadowing issue was all about. (5.2.1) When using auto-LODs the issue doesnt seem to appear.
This is how you find out if your mesh has far too many vertices to begin with
Does having more LODs make the game harder to run? Surely you would want more than just 5 LODs for a model, you really don't need that many triangles if you're 20 meters away, but adding more LODs would increase the RAM requirements right? I wonder if multi instancing would help with the RAM requirements?
I think it's just more ram and disk space
yay im the 1000th like!
hey can you teach charactor modling in maya female or male.
💯
✌👏🖖
Super helpful. Thank you.