I’m looking forward to trying out the mesh instance and stamp feature. Thank you for another insightful guide. Please continue to make these videos. I have been subscribed and learning from you for a few months now.
Thanks so much, unfortunately not, you can use a volume or curve to cut out an area, so you could maybe just cut out the area where the house you don't want is being generated. Otherwise I would just hand place specific areas you need to be very specific
@@azielarts 3:51 - When you use stamp, the generated result is then regular assets that can be edited, right? Individually scale/rotate/remove a house for example. Does it work that way? I want to use PCG to fill up a blank canvas I can manually edit after a "stamp". Assets needs to be separated and not one big static mesh/stamp I can't do anything with.
Any idea why the instance data packer type is set to none by default? Seems like PCG would always create a bunch of assets using the same mesh so if this improves performance it should always be on...?
I think it is because they don't have a way of automatically unpacking when you make changes or ad meshes, so they leave it off by default. But that is just a theory
@@azielarts It would also get very annoying to have to wait for that to process every time you make a change or to have that constantly processing in the background.
Superb job. So rare to find tutors who organise and sequence their thoughts in clear and concise patterns BEFORE hitting 'Record'. The result is a product highly intelligible to the student. 100% 👍
I think it is ok for both, but I would just package with the stamp. Like exclude the folder with the PCG when packaging. You don't really want the extra logic in your game
How do stamps work when combined with World Partitioning? Would you need a bunch of stamps? EDIT: Oh you just enable the "Is Partitioned "option in the PCGGraph actor
@azielarts How did this work for you? I checked the box and re-simulate my pcg again. Everything froze, I had to close ue5 from task manager, my pc spec is not an issue. Any ideas?
How did you test that ''clear PCG Link'' makes the level more performant? Since it generates only on update, i did not see any major Unreal Insight difference myself
Do you know if it’s possible to use both pcg and cloth simulation in the same scene? I have pcg stones on my landscape, and want to have some cloth draping on a mesh, but the mesh bugs out whenever I simulate. The problem doesn’t happen when I remove the pcg elements from the scene.
Another great video!! Except for me, I can't get any mesh to prove it is rendering Nanite because the meshes don't show up in the triangles visualization. The source mesh shows it is Nanite enabled but on the level map it does not render as Nanite. I can convert the landscape to Nanite and it shows up just fine, but none of the meshes do.
Why does clearing the PCG link and making a PCG stamp improve performance? I understand how it might improve load times, but if the PCG graph isnt running, why would it be taking up resources? i dont understand enough about PCG or stamping to understand what else might cause it. Does stamping turn it into a single large static mesh (in which case, nanite is probably non-optional)?
Changing a large landscape, such as the 8161x8161 I have, to nanite creates too much of a performance overhead at the moment. It shouldn't, but at the moment it seems that very large landscapes never seem to get the love from Unreal.
Just watched your video. Thanks for the tips! I have a question I am hoping you could answer or maybe turn into a video. So, I am using an actor spawner to spawn spline blueprints for flowers on my landscape so that I can get groups of flowers but it seems to tank performance loading all the blueprint actors. Is there a better, more performative way to group spawns together using the PCG?
help !!! im getting very low fps after generating pcg, it went to 17 fps max ,do you have any fix for this issue and when build nanite for my landscape the editor is getting crashed :(
@@jeswinsunil6069 I am looking at your hard drive and ram there and wondering if it is not enough ram? This is just a theory though. It seems kind of low to me
Question. i create a project and create a level for PCG my level is running on 30 fps. then i download the electric dreams env project form marketplace. i don't know what they did in project setting because electric dreams super heavy PCG level is running like a cream. then i migrate my level to electric dreams env project and after that my level also running like cream and on 40fps but little bit lighting quality was down but it was working very well. so i don't know what they did in project setting which is super optimized the project please share something if you know.
when you go into project settings, go to rendering section for example, you can export your settings (from top right) and then export the settings from electric dreams, and copy the contents of both the ini files and compare it in an online text comparison tool like diffchecker. I'm actually going to test it right now, you have piqued my curiosity.
Do you have an overview vid on Nanite and PC requirements? I have an old gaming laptop with GTX 1060 and DirectX 12. When I run UE5.2 I get a warning to update my drivers/DirectX to use the new features. But Im afraid of updating to DirectX 13, if it breaks anything. What should I do?
Also Im making a game with not ultra high polys, but trying to keep my laptop at a low spec of what players might have. Unless Cloth sim needs DirectX 13, then I'll make that the target PC specs to play.
create a restore point first. When you update your gfx card, and using Nvidia, make sure you choose do a clean install. This uninstalls then reinstalls the drivers. I would definitely say if you can afford it, get another laptop with a 2080 in it. According to Epic's min specs. lots of ram....good luck to ya
It's always a trade off. Yes LODs can give you something that runs smoother with less powerful hardware. For me personally though I want to maintain as higher a visual quality than I can. a higher end system. This is just what I do for my personal optimization workflow. If LODs work best for what you are looking for, it totally makes sense.
I just think so, I personally buy PCG and asserts and their *Licence to use commercially* from the marketplace, so most of the time it's less optimized
Are you sure about the nanite? Because working on Epic's city sample i noticed that almost everything has nanite, but the amount of drawcalls is crazy, something like 3-5k
Yeah it is a good question. In my testing it is the best tradeoff between quality, density of meshes and performance. Technically it would be more performant to use a very low quality LOD instead, but you sacrifice fidelity. It also really does depend on your machine target spec. I also think that city sample project has a tun of other drawcallls from complex materials as well. Might need further testing.
@jlock4516 I'm not quite educated on what's going on under the hood of nanite, but the fact is: in a lot of cases cpu performance gets significantly worse after enabling it. I appreciate you mentioning optimization methods, in fact, i had no idea that udims are beneficial for something lower than 8k, but there's no need to compensate for the performance loss of nanite if i can just disable it. Also, I'm still struggling to understand how DLSS SR would be able to help with the cpu bottleneck. I'm using this tech time to time (mostly for downscaling) but never seen it improve performance when the gpu is not at the full load, The Finals is the latest example
Second tip is not true. Instance data packer is used to write custom data for each instance that can be read back by the material. It's not an optimization whatsoever
You have answered a question that has puzzled me for a long time. be grateful
Right on! I am glad to hear that. Got any more questions?
yes,When will your next video be released?@@azielarts
yes,When will your next video be released?@@azielarts
I’m so excited.
@@雨里-i7j haha I am excited as well!!! Probably on Monday it will be done. Working on editing now.
Another great tutorial. Not too long, not too short with the right amount of info. Thank you!
Yo thanks so much for that!! I will keep them coming
I’m looking forward to trying out the mesh instance and stamp feature. Thank you for another insightful guide. Please continue to make these videos. I have been subscribed and learning from you for a few months now.
Fantastic PCG series. Is it possible to manually remove things (a house or two) from the generation without breaking the logic?
Thanks so much, unfortunately not, you can use a volume or curve to cut out an area, so you could maybe just cut out the area where the house you don't want is being generated. Otherwise I would just hand place specific areas you need to be very specific
@@azielarts 3:51 - When you use stamp, the generated result is then regular assets that can be edited, right? Individually scale/rotate/remove a house for example. Does it work that way? I want to use PCG to fill up a blank canvas I can manually edit after a "stamp". Assets needs to be separated and not one big static mesh/stamp I can't do anything with.
It was incredibly Helpful tutorial. Thanks and keep it up.
Any idea why the instance data packer type is set to none by default? Seems like PCG would always create a bunch of assets using the same mesh so if this improves performance it should always be on...?
I think it is because they don't have a way of automatically unpacking when you make changes or ad meshes, so they leave it off by default. But that is just a theory
@@azielarts makes sense, thanks :)
@@azielarts It would also get very annoying to have to wait for that to process every time you make a change or to have that constantly processing in the background.
Looking at the C++ code, I think if you don't actually use any attributes, it will loop through an empty array, and do nothing. So, no optimization.
Superb job. So rare to find tutors who organise and sequence their thoughts in clear and concise patterns BEFORE hitting 'Record'. The result is a product highly intelligible to the student. 100%
👍
Thank you for the good tutorial.
Do I need to erase the PCG graph before packaging? Do I need to delete the Stamp? Is it okay to exist both?
I think it is ok for both, but I would just package with the stamp. Like exclude the folder with the PCG when packaging. You don't really want the extra logic in your game
@@azielarts Thank you very much. Good day~!
This is fantastic optimization technique.
Yay super glad it was helpful 👍
So much great infos there ! Thank you
amazing tips! so helpfull.....thanks for that!
You are welcome!! Rock on 💪
How do stamps work when combined with World Partitioning? Would you need a bunch of stamps?
EDIT: Oh you just enable the "Is Partitioned "option in the PCGGraph actor
Yep you got it !
@azielarts How did this work for you? I checked the box and re-simulate my pcg again. Everything froze, I had to close ue5 from task manager, my pc spec is not an issue. Any ideas?
Nanite landscape works funky for me. When my camera looks down the landscape disappears.
Just switch it off then. Seems to have mixed results depending what on the system
How did you test that ''clear PCG Link'' makes the level more performant?
Since it generates only on update, i did not see any major Unreal Insight difference myself
Considering latest discussions in the community - I feel like it's better not to use nanites at all.
what do you mean? what discussions?
Same here
please let me know how to create the collider pcg mesh. its not work for me using ordinary mesh collider method.
I like your channel. I subbed
Why when I turn on nanite on any asset the fps drops by 40-50% ?
Is there any way to add wind to the pvt folliage? Or I just need to add it in the mesh that I’m using for my pcg?
Do you know if it’s possible to use both pcg and cloth simulation in the same scene? I have pcg stones on my landscape, and want to have some cloth draping on a mesh, but the mesh bugs out whenever I simulate. The problem doesn’t happen when I remove the pcg elements from the scene.
Very helpfull!!!! Thank you!
No problem! Glad they worked for you!
great info
Nanite eats up geometry and sometimes looks really bad on close ups
Another great video!! Except for me, I can't get any mesh to prove it is rendering Nanite because the meshes don't show up in the triangles visualization. The source mesh shows it is Nanite enabled but on the level map it does not render as Nanite. I can convert the landscape to Nanite and it shows up just fine, but none of the meshes do.
I got it resolved. Slight error in my flow.
Ooh good I am glad to hear that, sorry just saw this
Can you do 2:28 for regular meshes/blueprint actors not using PCG?
I really appreciate you man
Yo thanks so much. I am so happy you found it helpful. Question: Any other topics or problems you are having that I could help out with a video on?
nanite meshes have issues with nav mesh generation
Why does clearing the PCG link and making a PCG stamp improve performance?
I understand how it might improve load times, but if the PCG graph isnt running, why would it be taking up resources?
i dont understand enough about PCG or stamping to understand what else might cause it. Does stamping turn it into a single large static mesh (in which case, nanite is probably non-optional)?
Great tips!
Changing a large landscape, such as the 8161x8161 I have, to nanite creates too much of a performance overhead at the moment. It shouldn't, but at the moment it seems that very large landscapes never seem to get the love from Unreal.
Dang ok, that is really good to know!
Just watched your video. Thanks for the tips! I have a question I am hoping you could answer or maybe turn into a video. So, I am using an actor spawner to spawn spline blueprints for flowers on my landscape so that I can get groups of flowers but it seems to tank performance loading all the blueprint actors. Is there a better, more performative way to group spawns together using the PCG?
try points scattering, there are tutorials on Ytb ;)
ultra dynamic sky legal or not?
good tutorial!!
thanks for tips
Thank you!!!!
help !!! im getting very low fps after generating pcg, it went to 17 fps max ,do you have any fix for this issue and when build nanite for my landscape the editor is getting crashed :(
Honestly a little hard to say without knowing your computer. It might be the texture size you have on the assets
@@azielarts RTX 3060 , Ryzen 5 5500,16gb ram ,512 gb SSD nd 500 gb HDD. is this not enough ?
Tried reducing the texture size but no change is there still the fps drops massively
@@jeswinsunil6069 I am looking at your hard drive and ram there and wondering if it is not enough ram? This is just a theory though. It seems kind of low to me
I would also try reducing the size of your volume
When I scatter blueprints with PCG, they stay in the scene when the pcg actor is deleted. Is there a fix for this?
Can't pack blueprints the way meshes get packed when instanced
Hero for this
Question. i create a project and create a level for PCG my level is running on 30 fps. then i download the electric dreams env project form marketplace. i don't know what they did in project setting because electric dreams super heavy PCG level is running like a cream. then i migrate my level to electric dreams env project and after that my level also running like cream and on 40fps but little bit lighting quality was down but it was working very well. so i don't know what they did in project setting which is super optimized the project please share something if you know.
when you go into project settings, go to rendering section for example, you can export your settings (from top right) and then export the settings from electric dreams, and copy the contents of both the ini files and compare it in an online text comparison tool like diffchecker. I'm actually going to test it right now, you have piqued my curiosity.
@@PrashantVerma-c1bWhat was the outcome?
Do you have an overview vid on Nanite and PC requirements? I have an old gaming laptop with GTX 1060 and DirectX 12.
When I run UE5.2 I get a warning to update my drivers/DirectX to use the new features. But Im afraid of updating to DirectX 13, if it breaks anything. What should I do?
Also Im making a game with not ultra high polys, but trying to keep my laptop at a low spec of what players might have. Unless Cloth sim needs DirectX 13, then I'll make that the target PC specs to play.
create a restore point first. When you update your gfx card, and using Nvidia, make sure you choose do a clean install. This uninstalls then reinstalls the drivers. I would definitely say if you can afford it, get another laptop with a 2080 in it. According to Epic's min specs. lots of ram....good luck to ya
I have a laptop with GTX 1050 and I can run UE 5.3 without problems. The only problem it is only 4GB VRAM which eats up quickly.
I didn’t update DirectX since loooong time ago, there is DX13 now?? I only update Nvidia drivers through GeForce Xperience and you are fine.
Nanite only improves landscape performance in ridiculously large scenes (like 4x4km)
what are you talking about, optimized meshes with lods are still much more efficient then nanite atm
It's always a trade off. Yes LODs can give you something that runs smoother with less powerful hardware. For me personally though I want to maintain as higher a visual quality than I can. a higher end system. This is just what I do for my personal optimization workflow. If LODs work best for what you are looking for, it totally makes sense.
Yeah if you don't care about quality. Nana is the way to go if you want to keep your quality
I just think so, I personally buy PCG and asserts and their *Licence to use commercially* from the marketplace, so most of the time it's less optimized
Are you sure about the nanite? Because working on Epic's city sample i noticed that almost everything has nanite, but the amount of drawcalls is crazy, something like 3-5k
Yeah it is a good question. In my testing it is the best tradeoff between quality, density of meshes and performance. Technically it would be more performant to use a very low quality LOD instead, but you sacrifice fidelity. It also really does depend on your machine target spec. I also think that city sample project has a tun of other drawcallls from complex materials as well. Might need further testing.
@jlock4516 how does it help if i'm cpu limited cuz of drawcalls
@jlock4516 I'm not quite educated on what's going on under the hood of nanite, but the fact is: in a lot of cases cpu performance gets significantly worse after enabling it. I appreciate you mentioning optimization methods, in fact, i had no idea that udims are beneficial for something lower than 8k, but there's no need to compensate for the performance loss of nanite if i can just disable it. Also, I'm still struggling to understand how DLSS SR would be able to help with the cpu bottleneck. I'm using this tech time to time (mostly for downscaling) but never seen it improve performance when the gpu is not at the full load, The Finals is the latest example
@@IstyManame you would need to make sure you instance things, use HLODS , or worst case use less types of meshes..
good stuff!!@!@! UE5.4
👍👍👍
👍🏻👍🏻👍🏻👍🏻
lol tip number 4 : never convert landscape to nanite, that makes a drop of 20% fps !
Lol yeah, I realized that later that it is very computer spec dependent. Sorry for the confusion
Second tip is not true. Instance data packer is used to write custom data for each instance that can be read back by the material. It's not an optimization whatsoever
Ooh thanks for this. Going to look into it.
@@azielarts I would like to have some updates about this aswell, if you could post them somewhere I would appreciate it!
when i try to switch to instance data packer the whole graph breaks lol all the static mesh spawners error
🤙