4:54 Oh! What UE5 version you're using, dude? Nanite since UE 5.3 can now supports landscape too. Please try out (since I see that there's no Nanite in that landscape in this timestamp yet)
Awesome! I have sooo many hlod questions.... mostly how to break the hlod build down to smaller chunks so larger maps are possible without terabytes of ram(192tb is apparently not enough sometimes)
Not sure if somebody's asked this question or not. Suppose I keep engine scalability group as low (instead of epic) and later on successfully package it, would that affect the final look of the game? That is to say, will low option give low resolution on the game as well?
@@CodeWithRo My humble request, kindly refer 'Swimming Physics Volume'. How have you setup swimming animations inside of the unreal water? Please DO make a video on the whole swimming process with Unreal waters, since there is no such tutorials available on YT. Thanks.
Can I ask how to optimize pcg. For example, if I want to use electric dream sample demo project , it require high end computer to run, is it possible to optimize to work for lower device, and make a level with it to make a game Thanks for the toturial ⚘️
@@CodeWithRo i Would really appreciate it, i have a ton of assets from different authors and many times they are really higher definitions than what i would need. Thanks a lot!!! Great videos!!
The size of the textures in Unreal Engine works in the power of two. So you have to use the same formula to lower the textures. For example, if your texture size is 4K and you want to change it to 2K, you should reduce it from 4098 to 2048. For this, you select the desired mesh. Then you enter the desired mesh material window. Then click on the textures of that material separately and select the (maximum texture size) option in the desired texture window and enter the input number 2048 so that your texture changes size to 2K.
To build the HLOD with World Partition, first ensure HLODs are enabled in your project settings under "World Partition." Open the World Partition window and select the "HLOD" tab, then configure your HLOD settings, such as screen size and merge distance. Use the "Generate HLOD" button to create HLOD meshes for your levels. After generating, use the "Build All" button in the World Partition window to build and save the HLOD data. Bam done ✅
I literally came here to trash talk this fking nonsense of an engine 😂😂😂 ty Epic we really needed game engine that can create ultra realistic shit that we can't run... In 2-3 years 4090 is gonna turn into solid 1080p medium settings gpu
4090 Ti Super (Cancelled) would have been on par with the PS6 based on historical trends. PS6 ETA is 2027. The year is 2025. Your statement: "A GPU that is worse than the PS6 will, at the time that the PS6 is launched or a year afterward, run games at medium settings" You're correct. That's how progress happens. I'd be rather disappointed if the PS5 were just running PS4 games at higher resolutions. I imagine that if you bought a 4090 you'd be complaining mighty hard - judging by your demeanor - if the games that you could play maxed out at PS5 settings and all that you could do is run them at a higher resolution or refresh rate. Games should scale so that they can meet the needs of consumer hardware. Medium being the setting for current gen, high being the setting for better than current gen, and ultra being the setting for next gen seems rather reasonable to me. What feels unreasonable are all of the folks complaining that being about 50% faster than a PS5 doesn't magically elevate them to nirvana, regardless of the silly price that they paid for their 4090 - which they'll happily use against you as if the price were reasonable and scaled linearly.
For the record, 2.2578x 60fps is 135fps. That's what buying the 4090 afforded for a PS5 equivalent. The 50% faster was actually the 3090 - which is what I have, and it's apparently actually 1.564x and not 1.5x, so I've afforded myself 93.89fps PS5 performance. The PS5 is running games below 1080P to hit 60fps. I imagine that you're not - I'm running 1440P, for instance. Given that the PS5 is likely running at about 720P to hit 1080, that's me rendering 4x the pixels - I did not purchase 4x the performance. I nonetheless run games at higher framerates than expected, even with DLSS disabled and native 1440P, hitting 90 - 135 frames per second, at high settings across the board aside from things which affect input latency or add unwanted artifacts to my experience. My expectations, given the used GPU was $700, were not founded on the price that I paid - but rather on the research that I did prior to making the purchase - and in 2 years time, just like you, my graphics card will be worse than a $250 card, outdated, and NVidia's software dominance and VRAM surcharges may very well require that I yet again wait until 2 years into the generation to buy the equivalent of a 3090 off of someone who has a hole to burn for the equivalent of a 4090. For me, I got 1.56x performance for about 2.13x the price of a 3060, alongside a bunch of VRAM that I needed. Next gen I can afford to wait longer unless there's something that I can't do - this generation the answer was without VRAM I can't make games. Next gen the answer might be something to do with Ai - but I don't mind "if it runs at Xfps on my machine, it'll run at 60fps on a PS6" as an approximation. Unreal isn't a bad engine - but this is the drama of the moment so it'll pass.
Funny how the community talks about optimizations for UE5 for a long time but many studios and devs outright ignores them.
Haha optimizing may be more than what's shown in the video 🥹
I suspect anti competitive practices. Their conferences are elaborate on everything else besides this.
Obviously, they show off all the different features but not how to implement them properly.
Lumen and nanite is a problem. If your game kinda small you can disable these features.
[1024*Ram Size] to figure out [Pool Config - Default Size In Megabytes] if anybody was curious.
🥳🥳🥳
Nanite kills performance traditional Lod with good topology are way better
There is a channel called threadinteractive that covers this topic
4:54 Oh! What UE5 version you're using, dude? Nanite since UE 5.3 can now supports landscape too. Please try out (since I see that there's no Nanite in that landscape in this timestamp yet)
Will check it out! Thanks! 🥳
In this video, how was your pc built? specific and other hardware
Can you answer me pls
Thanks dude 😊
I gotchu 🥹 hope it helps 🥳
Awesome! I have sooo many hlod questions.... mostly how to break the hlod build down to smaller chunks so larger maps are possible without terabytes of ram(192tb is apparently not enough sometimes)
Not sure if somebody's asked this question or not. Suppose I keep engine scalability group as low (instead of epic) and later on successfully package it, would that affect the final look of the game? That is to say, will low option give low resolution on the game as well?
No the scalability settings won't effect the final build, you can work in low and build in a higher quality 🥹
@@CodeWithRo It was a niggling doubt, thanks Ro
@@CodeWithRo My humble request, kindly refer 'Swimming Physics Volume'. How have you setup swimming animations inside of the unreal water? Please DO make a video on the whole swimming process with Unreal waters, since there is no such tutorials available on YT.
Thanks.
Can I ask how to optimize pcg.
For example, if I want to use electric dream sample demo project , it require high end computer to run, is it possible to optimize to work for lower device, and make a level with it to make a game
Thanks for the toturial ⚘️
It will always be heavier in the editor than the actual build, you can change editor settings to low/medium and try it or use Wonderscapes free plugin
I can't find Virtual Texture Pool in Project Settings. I use 5.3.2
It may be under Engine - Rending settings for versions below 5.4
You could increase it with a command
Can u make a game animation sample project and implement c++ with a turret for example
It would be better to wait for 5.5 since game anim sample isn't production ready 🥳
Thanks for the insight man. Time saver!
Hi! How do you reduce the 4k textures? didn't see it specifically done in the video. Thanks!
You can select your mesh and change your material and/or change texture to a lower resolution one. I can make a TH-cam short to show you 🥹
@@CodeWithRo i Would really appreciate it, i have a ton of assets from different authors and many times they are really higher definitions than what i would need. Thanks a lot!!! Great videos!!
The size of the textures in Unreal Engine works in the power of two. So you have to use the same formula to lower the textures. For example, if your texture size is 4K and you want to change it to 2K, you should reduce it from 4098 to 2048. For this, you select the desired mesh. Then you enter the desired mesh material window. Then click on the textures of that material separately and select the (maximum texture size) option in the desired texture window and enter the input number 2048 so that your texture changes size to 2K.
@@aradabadanithanks mate, that is really useful!
How to build hlod in world partition
To build the HLOD with World Partition, first ensure HLODs are enabled in your project settings under "World Partition." Open the World Partition window and select the "HLOD" tab, then configure your HLOD settings, such as screen size and merge distance. Use the "Generate HLOD" button to create HLOD meshes for your levels. After generating, use the "Build All" button in the World Partition window to build and save the HLOD data.
Bam done ✅
I literally came here to trash talk this fking nonsense of an engine 😂😂😂 ty Epic we really needed game engine that can create ultra realistic shit that we can't run... In 2-3 years 4090 is gonna turn into solid 1080p medium settings gpu
what lol this isnt an engine issue this is a skill issue lol
4090 Ti Super (Cancelled) would have been on par with the PS6 based on historical trends.
PS6 ETA is 2027.
The year is 2025.
Your statement:
"A GPU that is worse than the PS6 will, at the time that the PS6 is launched or a year afterward, run games at medium settings"
You're correct. That's how progress happens. I'd be rather disappointed if the PS5 were just running PS4 games at higher resolutions. I imagine that if you bought a 4090 you'd be complaining mighty hard - judging by your demeanor - if the games that you could play maxed out at PS5 settings and all that you could do is run them at a higher resolution or refresh rate.
Games should scale so that they can meet the needs of consumer hardware. Medium being the setting for current gen, high being the setting for better than current gen, and ultra being the setting for next gen seems rather reasonable to me.
What feels unreasonable are all of the folks complaining that being about 50% faster than a PS5 doesn't magically elevate them to nirvana, regardless of the silly price that they paid for their 4090 - which they'll happily use against you as if the price were reasonable and scaled linearly.
For the record, 2.2578x 60fps is 135fps. That's what buying the 4090 afforded for a PS5 equivalent. The 50% faster was actually the 3090 - which is what I have, and it's apparently actually 1.564x and not 1.5x, so I've afforded myself 93.89fps PS5 performance.
The PS5 is running games below 1080P to hit 60fps.
I imagine that you're not - I'm running 1440P, for instance.
Given that the PS5 is likely running at about 720P to hit 1080, that's me rendering 4x the pixels - I did not purchase 4x the performance.
I nonetheless run games at higher framerates than expected, even with DLSS disabled and native 1440P, hitting 90 - 135 frames per second, at high settings across the board aside from things which affect input latency or add unwanted artifacts to my experience.
My expectations, given the used GPU was $700, were not founded on the price that I paid - but rather on the research that I did prior to making the purchase - and in 2 years time, just like you, my graphics card will be worse than a $250 card, outdated, and NVidia's software dominance and VRAM surcharges may very well require that I yet again wait until 2 years into the generation to buy the equivalent of a 3090 off of someone who has a hole to burn for the equivalent of a 4090.
For me, I got 1.56x performance for about 2.13x the price of a 3060, alongside a bunch of VRAM that I needed.
Next gen I can afford to wait longer unless there's something that I can't do - this generation the answer was without VRAM I can't make games. Next gen the answer might be something to do with Ai - but I don't mind "if it runs at Xfps on my machine, it'll run at 60fps on a PS6" as an approximation.
Unreal isn't a bad engine - but this is the drama of the moment so it'll pass.
slay
Thank youuu 🥹