Absolutely fantastic video and answered the vast majority of questions I had from not understanding the documentation properly! Hope you do get around to the HLOD tutorial at some point as that would also be very helpful, you're very good at explaining things with appropriate rigour without it being hard to understand!
A question on LOD. I want to make an optimized huge landscape vistas with Mountains at a distance. Is it possible to have more control on LODs such that my LODs don't decimate my mountain from far away even though I have a low LOD quality on the rest of the terrain, I can still keep the mountain LOD high or clamped at some value so it won't get any lower than what I specified.
I don't think there is a way to clamp the decimation on a portion of the landscape, I would recommend converting the areas in question to meshes that get removed if you get close (if this area is traversable)
@@callofthemountain Thanks, that answers my question. I've been looking for an answer for almost a week, no wonder I couldn't find it. I will try that. A mesh version of the mountain from afar could work.
I still don't understand how to work with this if I use it the old way (world streaming)? For example, light on one level, logic on another, meshes on one and another section are different leveles
Hey, i have question. if i have small level, should i use Level Streaming with Sublevels or i should still use World Partition with data layers, what would be better for optimization?
I not a hundred percent sure on this but level streaming would probably be best. But UE5 stopped supporting it. So its kinda lack luster and clunky to deal with. Granted World Partition is too but at least they're still adding features to it.
I'd suggest going with the former, it will save you a lot of headaches, You can always stream in levels or actors using a custom manager blueprint which accounts for the player distance to a location, thats how we're doing it at work
Really useful summary. Is there really any point in using streaming if you disable spatial loading, wouldn’t this then be the same as not using the partition system in the first place, or what are the benefits?
Disabling spatial loading for the landscape, if you have a reasonably sized landscape ~8km2 Should be perfectly doable, you can still use spatial loading for other assets, buildings foliage and what not. The landscape system will cost more than a regular mesh, but a lot of the optimization is done as well on the shader end, because HLODs bake the textures down. And this is something you can achieve by Simplefying the shader without HLODs as well. With RVT for example
You should do more of these videos.
Thank you! Very cool in-depth tutorial!
Absolutely fantastic video and answered the vast majority of questions I had from not understanding the documentation properly! Hope you do get around to the HLOD tutorial at some point as that would also be very helpful, you're very good at explaining things with appropriate rigour without it being hard to understand!
Thanks! I've been a bit busy, I have some idea's for other tutorials as well, but I might do the HLODs one first as I alluded to it in this video
@@callofthemountain awesome tutorial Sir! Happy to see your next tutorial on HLODs! :-)
Thank you so much for this!
A question on LOD. I want to make an optimized huge landscape vistas with Mountains at a distance.
Is it possible to have more control on LODs such that my LODs don't decimate my mountain from far away even though I have a low LOD quality on the rest of the terrain, I can still keep the mountain LOD high or clamped at some value so it won't get any lower than what I specified.
I don't think there is a way to clamp the decimation on a portion of the landscape, I would recommend converting the areas in question to meshes that get removed if you get close (if this area is traversable)
@@callofthemountain Thanks, that answers my question. I've been looking for an answer for almost a week, no wonder I couldn't find it.
I will try that. A mesh version of the mountain from afar could work.
@@sonic55193 This is what they do in the open world example map as well, they use the HLOD system
I still don't understand how to work with this if I use it the old way (world streaming)? For example, light on one level, logic on another, meshes on one and another section are different leveles
Is there any point to do this with nanite?
Yeah, many, source control is a big one
Hey, i have question. if i have small level, should i use Level Streaming with Sublevels or i should still use World Partition with data layers, what would be better for optimization?
I not a hundred percent sure on this but level streaming would probably be best. But UE5 stopped supporting it. So its kinda lack luster and clunky to deal with. Granted World Partition is too but at least they're still adding features to it.
I'd suggest going with the former, it will save you a lot of headaches, You can always stream in levels or actors using a custom manager blueprint which accounts for the player distance to a location, thats how we're doing it at work
@@callofthemountain How are you guys getting the data layers to not lag when they load in stuff? Is there a way to async it?
Really useful summary. Is there really any point in using streaming if you disable spatial loading, wouldn’t this then be the same as not using the partition system in the first place, or what are the benefits?
Disabling spatial loading for the landscape, if you have a reasonably sized landscape ~8km2 Should be perfectly doable, you can still use spatial loading for other assets, buildings foliage and what not.
The landscape system will cost more than a regular mesh, but a lot of the optimization is done as well on the shader end, because HLODs bake the textures down. And this is something you can achieve by Simplefying the shader without HLODs as well. With RVT for example
Lovely stuff cheers