Shadow Cache Invalidation is not present in UE 5.3 in Foliage Details or Landscape Details. Is there a specific UE version where this feature is available?
It started in 5.3.2, you’ll be able to see it in the foliage tab or when you edit the foliage type that it makes after dropping plants in the foliage tab
@@Switchpoppy no problem! I plan to publish a small asset pack for trees optimized for Nanite on the marketplace soon so those may help you too if you need them. I plan to make them cheap, fully modeled leaf geometry isn’t cheap currently so I wanted to give an option for people who can’t afford those
I only worked with that landscape for a short time so I can’t say with 100% certainty anymore but I don’t think I was using tessellation on it. If I remember correctly I was using RVT with a bump offset to make it look like it
that tree is 225mb in memory. that _one_ asset will use up 3% of an 8GB video card's VRAM, and that's before you load a texture for it. lets say you're making an actual video game and want to use more than one tree- lets say you're gonna go wild and use 10 trees built the same way this one is. 30% of your vram gone. yea, this is not a viable solution. neat tech demo- but no, this is not an 'optimization'.
The actual amount streamed by Nanite is not 225 mb. What you’re looking at is disk size, not the amount that’s loaded into GPU memory. This also was just a random tree purely for giving an example, not for actual game usage. Also, multiple meshes of the same type don’t multiply vram usage accordingly. The amount streamed is a mere fraction of that.
Additionally, Nanite uses a form of cluster instancing, so it doesn't work as Cost * number of trees. (Foliage tools already did instancing as well - tho different.)
@@Retro_simone exactly, I completely forgot to mention this! I’ve been impressed with how efficient Nanite is. Some projects I’m a part of have well over 1,000,000 meshes in a small area and it handles it beautifully
Thanks for the tips! I'd been looking for more information and had been struggling to find it.
Not a problem! I’ve spent a long time trying to make foliage run well and I wanted to save other people all the time haha
Cool info! I would work on the mic volume tho, not sure if just me, but was super low.
@@Retro_simone can do! It probably was me, I don’t speak in my videos very often so I didn’t pay enough attention
How to remove the foliage noises that happen after certain distance?
Shadow Cache Invalidation is not present in UE 5.3 in Foliage Details or Landscape Details. Is there a specific UE version where this feature is available?
It started in 5.3.2, you’ll be able to see it in the foliage tab or when you edit the foliage type that it makes after dropping plants in the foliage tab
@@fabiolives Thank you!
@@Switchpoppy no problem! I plan to publish a small asset pack for trees optimized for Nanite on the marketplace soon so those may help you too if you need them. I plan to make them cheap, fully modeled leaf geometry isn’t cheap currently so I wanted to give an option for people who can’t afford those
can you do nanite and wind?
when i do it the fps are crashing
@@ohel-x7f yes you can, you’ll want to limit the WPO evaluation distance and set the shadow cache invalidation setting to static for that foliage
are you using tessellation for your landscape?
I only worked with that landscape for a short time so I can’t say with 100% certainty anymore but I don’t think I was using tessellation on it. If I remember correctly I was using RVT with a bump offset to make it look like it
@@fabiolives oh okay thank you for the reply 🫡
@@ChadMaster_ not a problem! You can also achieve a better look than this by referencing height with RVT and using that for different things
that tree is 225mb in memory. that _one_ asset will use up 3% of an 8GB video card's VRAM, and that's before you load a texture for it. lets say you're making an actual video game and want to use more than one tree- lets say you're gonna go wild and use 10 trees built the same way this one is. 30% of your vram gone.
yea, this is not a viable solution. neat tech demo- but no, this is not an 'optimization'.
The actual amount streamed by Nanite is not 225 mb. What you’re looking at is disk size, not the amount that’s loaded into GPU memory. This also was just a random tree purely for giving an example, not for actual game usage. Also, multiple meshes of the same type don’t multiply vram usage accordingly. The amount streamed is a mere fraction of that.
You dont know what your talking about go play with triangle tube trees
Additionally, Nanite uses a form of cluster instancing, so it doesn't work as Cost * number of trees. (Foliage tools already did instancing as well - tho different.)
@@Retro_simone exactly, I completely forgot to mention this! I’ve been impressed with how efficient Nanite is. Some projects I’m a part of have well over 1,000,000 meshes in a small area and it handles it beautifully