Let's Build the RPG! - 10 - How to Improve Foliage Performance in Unreal Engine 5

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

ความคิดเห็น • 73

  • @NumenBrothers
    @NumenBrothers  ปีที่แล้ว +17

    Just want to mention that with the advent of 5.1 Nanite foliage, LOD's are largely irrelevant for performance improvement. But the rest of this episode is still relevant post 5.1.

    • @gridtac2911
      @gridtac2911 ปีที่แล้ว +4

      Definitely still viable for those of us working on VR where nanite and lumen are not extremely reliable or just not even supported on the forward renderer :).

    • @adsCrazyDiamond
      @adsCrazyDiamond ปีที่แล้ว +6

      Also worth mentioning that there are still issues with Nanite foliage in 5.1 that are not resolved yet...
      1. wind will act extremely strange and has to be set to very low levels in order to not look truly ridiculous in some cases.
      2. you are unable in some cases to select individual foliage to adjust rotation and transform through the foliage mode .. what happens is selecting an individual foliage through foliage mode 'select' results in some other piece of foliage half way across your level being high-lighted/selected/transformed.
      These issues can be confirmed by using the "r.Nanite 0" command line to turn off all nanite and doing your foliage select and edits then "r.Nanite 1" to re-enable nanite.
      ... this also instantly fixes the very strange wind effects that occur if nanite is enabled on foliage and your wind isn't set to very very low settings.
      I still use nanite with foliage despite these issues though. Its not really that bad to turn wind way down, it still looks the same as normal wind settings once its reduced.

    • @MarioCola
      @MarioCola 2 หลายเดือนก่อน

      You can still use billboard screen size setting right?

  • @craftedterrains3036
    @craftedterrains3036 ปีที่แล้ว +9

    For the Areca Palms wind:
    Wind Intensity: 0.031
    Wind Height: 5.62
    Wind speed: 0.31
    That'll give you nice breeze look on them :)

  • @pic0_enri
    @pic0_enri ปีที่แล้ว +8

    i figured out you can set the cull distance and angle in the foliage mode in the left down corner. so u can select the foliage and for all selectet you can change the culldistance in that corner and see the realtime change. so you dont have to go in every foliage and set the cull distance.

  • @AndyKysoSliac
    @AndyKysoSliac 2 ปีที่แล้ว +6

    about the blurry foliage with wind - I found they should be set to [Mobility > Movable] in painting setting, and that did the trick for me :)
    also about the FPS - I set LODs in foliage Mesh to Max 8 and Applied change to generate automatic LODs and that significantly boosted my FPS :)

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว +3

      Oh man, awesome trick! I had no idea about that. Looks much better for my trees. Much appreciated!

    • @paulshelkov7956
      @paulshelkov7956 ปีที่แล้ว

      I never even had that from the start. New version?

  • @viks9759
    @viks9759 ปีที่แล้ว +1

    Hey, recently started working with Unreal Engine. I must say, this has helped me a LOT. For me, performance is everything. So i rather focus first on performance rather then later..so BIG THANK YOU. Sub for sure!

  • @GatlinGames
    @GatlinGames 4 หลายเดือนก่อน

    I am excited! A quick recap, last year I got through this video and due to poor FPS I went no further. I came back this year once I upgraded my graphic card and this time my FPS is just under 90 FPS at the completion of this video, much better than the 30 to 40 FPS I was getting about 8 to 9 months ago when I took a break from this project. I am excited to press forward to the next stage of this project. Lesson 11 here I come! 🤗

  • @AdaptiveGame
    @AdaptiveGame ปีที่แล้ว +3

    It worked out great!
    There are several adjustments.
    First, you forgot to say about the important setting of LODs. This is the shadow casting setting for each LOD value.
    You can turn off shadow casting for distant LODs.
    Second, you didn't say anything about LOD Groups. Depending on the selected group, automatic LODs are calculated differently.
    But, the best recommendation would be, manual setting for LOD distances.

  • @paulshelkov7956
    @paulshelkov7956 ปีที่แล้ว +1

    For the tedious 'Cull Distance' part, being able to open the content door over the asset details helped a lot. I was able to open up a folder of foliage, copy the minimum, then ctrl+space the door -> ctrl+V the value, double the click next one, and just quickly go down the line and then do it again for the max.

    • @paulshelkov7956
      @paulshelkov7956 ปีที่แล้ว +6

      Apparently there's a far better way... at least consider it for any tedious tasks. You can select a bunch of assets -> right click -> asset actions -> bulk edit via property matrix. This will let us change a setting across all the selected items at once.

    • @dirtypawse
      @dirtypawse ปีที่แล้ว +3

      @@paulshelkov7956 To add to that - clicking the main palette folder and applying a filter for static mesh foliage will give you all the items that you want to update in one folder view for the bulk edit

  • @cwill1337
    @cwill1337 10 หลายเดือนก่อน

    If you're looking for a way to quickly change the Screen Size setting for multiple billboard material, consider this, you can change the setting for one material manually then right click that material in the content drawer and navigate to the Level of Detail menu and select Copy LOD. Then just select all the other material and paste those LOD settings in the same way you copied them using the paste option.

  • @Duskyberry
    @Duskyberry 2 ปีที่แล้ว +1

    Excellent presentation, easy to understand, thank you!

  • @2BRE-
    @2BRE- ปีที่แล้ว +1

    first rule of performance, WE DO NOT MEASURE FPS IN THE EDITOR, it is a distorted value that is not reflected in the build!

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      My desire to know more intensifies

  • @kalingaanimationstudio
    @kalingaanimationstudio ปีที่แล้ว +2

    I am looking for this tutorial for long time ... After searching 50 video i found my problem solve

  • @bjorginson
    @bjorginson 2 ปีที่แล้ว +1

    Great video, helped me out a lot!

  • @charlesjoy7321
    @charlesjoy7321 ปีที่แล้ว

    Fantastic video. Thank you

  • @nicholasnovello485
    @nicholasnovello485 ปีที่แล้ว

    I literally just open up new Level in 5.1 and my FPS is drifting in the 30's from the start, no foliage or anything hahah ,,,, HOW DO YOU GET 60 FPS??? Love you work bro!!

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      3080 Ti. Luckily GPU's are getting less expensive with each passing day.

    • @nicholasnovello485
      @nicholasnovello485 ปีที่แล้ว

      @@NumenBrothers got my eye on the RTX 4060.

  • @bernhardhelbling3412
    @bernhardhelbling3412 หลายเดือนก่อน

    You are the EXPERT ! To increase the size of some assets ist a good idea (for better FPS) but it's not realistic, not natural. So this trick cannot work for me.

  • @VenthorGaming
    @VenthorGaming 8 หลายเดือนก่อน

    So....I've been fighting with Unreal 5.3.2 and down to 5.1. When I try to move assets within the project or via windows explorer my materials, meshes and textures need reapplied and then they crash. If I download from the Quixel Bridge and in the default folders I'm fine. I've also had multiple crashes with collisions on the rocks. Right now I'm using 5.2.1 with direct x11 even though I have a very high machine (4090 ti, etc). One hint to turn the Foliage to Nanite is to download them in highest quality then before you close the folder, highlight the static meshes and right click. You will then be able to switch them all in one shot to Nanite. @NumenBrothers this is a great series and while I've done C++/Blueprints in UE 4, these landscape and foliage tutorials are great for a non-artist developer like myself. Also, can you put a non-expiring link to your discord in your youtube about/help. I found one reference, but the link was expired. Thanks for all your work on this!

    • @NumenBrothers
      @NumenBrothers  8 หลายเดือนก่อน

      Discord was not giving rise to the 'spirit' I hoped to instill. Maybe next time. Glad I could help.

  • @Jewfro1138
    @Jewfro1138 4 หลายเดือนก่อน

    Your channel name is NumenBrothers, are you twins that take it in turns recording or? Loving the series so far :)

    • @NumenBrothers
      @NumenBrothers  4 หลายเดือนก่อน

      Glad you're finding it useful! I was aiming for a creative brotherhood, but I ended up finding the brotherhood I was looking for elsewhere.

    • @Jewfro1138
      @Jewfro1138 4 หลายเดือนก่อน

      @@NumenBrothers glad you found what you're looking for, may I ask what that brotherhood is. I've been looking for a "brotherhood" too but everywhere I look is mostly people demanding help or just wanting answers and there's no sense of actual community or brotherhood

    • @NumenBrothers
      @NumenBrothers  4 หลายเดือนก่อน

      Here's my story. th-cam.com/video/Z9xPTCjt8vw/w-d-xo.html Happy to talk if you would like to reach out via email (can be found on my main channel page).

    • @NumenBrothers
      @NumenBrothers  4 หลายเดือนก่อน

      @@Jewfro1138 in short, instead of starting from a common set of interests (game development) and then attempting to bond over an idea/values, I started with a common set of values, and then proceeding to the interest. Not all of us are gentiles, by the way! 😅

    • @Jewfro1138
      @Jewfro1138 4 หลายเดือนก่อน

      @@NumenBrothers Listening to it now :)

  • @kadircebel
    @kadircebel ปีที่แล้ว +1

    thanks

  • @Axel0689
    @Axel0689 10 หลายเดือนก่อน

    More and more interesting and useful tutorials, bravo! Unfortunately for me since Episode 9, my FPS has dropped to 15. Downloading several resources in Nanite (which are in 8K) took up quite a bit of my space. And they slowed me down. So I am performing the same things in 2K (Medium). In addition, Foliage also weighs and not a little. 😭😭😭😭

    • @NumenBrothers
      @NumenBrothers  10 หลายเดือนก่อน

      What are your hardware specs? CPU, RAM, GPU

    • @Axel0689
      @Axel0689 10 หลายเดือนก่อน

      @@NumenBrothers Ryzen 5 5600X, RTX 3060 12GB, Vengeance 16GB DDR4 3200Mhz RAM, 1TB SSD.

    • @NumenBrothers
      @NumenBrothers  10 หลายเดือนก่อน

      Those are decent specs- shouldn't drop your FPS that much. Maybe down to 40-50, perhaps even 30, but not 15. It could be the sheer size of your level, if it's a lot larger than mine. Make sure you have the 'Nanite' checkbox checked for all foliage assets. @@Axel0689

    • @Axel0689
      @Axel0689 10 หลายเดือนก่อน

      @@NumenBrothers If you are referring to the size of the landscape, it is the same. Because I followed it step by step the playlist so far.

    • @NumenBrothers
      @NumenBrothers  10 หลายเดือนก่อน

      @@Axel0689 Can you try turning on detailed stats like this tutorial? And check to see what 'bar' (what color) is the highest bar, taking up the most system resources. Is it the yellow for GPU? red for CPU? etc. th-cam.com/video/nQdsY2a-Fn8/w-d-xo.html

  • @TolisPiperas82
    @TolisPiperas82 ปีที่แล้ว

    i cant set the lod settings of foliage. i cant click on them

  • @paulshelkov7956
    @paulshelkov7956 ปีที่แล้ว

    Even after following all your tweaks, I see my foliage flickering a lot (at relatively short distances). Maybe it is switching the billboard and I'm underestimating how soon it does that, but looks like the whole asset is shifting it's position noticeably. If it's the billboard, yeah in most cases that 2D image just won't be lined up with its 3D orientation.
    I'm about to update to 5.1 so I wonder if that LOD change will change anything.

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      Certainly- I recommend updating to 5.1 and switching to Nanite foliage for all assets. And then the LOD's cease to be an issue.

  • @royjordi7950
    @royjordi7950 2 ปีที่แล้ว

    i always get issue with the foliage texture. when i export it from quixel bridge, the texture not automatically compiled into material sphere so i have to create the new material sphere but the result is not so good. the leaf not so realistic. do you have any refference how to do the leaf material node in ue?

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว

      Hey Roy, if you like, you could join our Discord on Fridays, 6-7pm EST, and there's a little brain trust we have where we can help troubleshoot issues. Typically these sorts of things are best figured out if you can show it in real time. The link to the Discord, if you would like to join: discord.gg/U8pCkkUmSN

  • @томдубовый
    @томдубовый ปีที่แล้ว

    что за модели травы , откуда они ? скачать где-то можно ?

    • @KRob811
      @KRob811 5 หลายเดือนก่อน

      All of them are on Quixel Bridge. He provides a Google sheet with all of the asset IDs in the description of each video.

  • @AdamBarkerThe
    @AdamBarkerThe 3 หลายเดือนก่อน

    I’m not sure if you might have the answer but is there a way to get the foliage to go towards my character or connect to them? Kind of a strange but I am trying to get some bushes to stick to my character as I walk by.

    • @NumenBrothers
      @NumenBrothers  3 หลายเดือนก่อน

      On overlap, will need to attach actor to actor, or actor to component

  • @ryanplaysguitar5537
    @ryanplaysguitar5537 ปีที่แล้ว

    Your computer may not have emotions but it has an expensive GPU

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      thankfully Moore's Law is not completely dead, and thus growing less and less expensive over time

  • @JustLongie
    @JustLongie 2 ปีที่แล้ว

    ur videos too long

  • @mridulsarmah5974
    @mridulsarmah5974 ปีที่แล้ว +6

    Even with nanite foliage, virtual shadows can cause serious loss of performance especially in a forested/large environments. So it's better to use LOD system whenever possible and using nanite foliage only on the hero assets that are always close to camera.

  • @DuneGames
    @DuneGames 2 ปีที่แล้ว +3

    Good episode, but I was confused at the beginning. At 3:50 you have us remove all the foliage you seemingly ask us at 6:00 to select and use. Which is it, remove them or not? Perhaps add a note to the video to ignore the remove at that point?

    • @NumenBrothers
      @NumenBrothers  2 ปีที่แล้ว +1

      ahh I definitely messed that up- appreciate it. If I add a note to the video I have to re-upload. What I'll do is a pin a comment to the top of the comments for the video- hopefully folks see it. I appreciate you calling it out!

  • @NumenBrothers
    @NumenBrothers  2 ปีที่แล้ว +2

    Dune Games pointed out something important- make sure at the 3:50 mark you don't remove the extra content. Keep it around because we paint with it at the 6:00 mark.

  • @paytoncool2585
    @paytoncool2585 12 วันที่ผ่านมา

    this video with one by one tutorial and all the details, are awesome!!!

  • @prototypega8257
    @prototypega8257 ปีที่แล้ว +1

    You could Improve if you use Instanced Static Mashes handle the Collision in the Material ore you handle the hole Foliage thing in Niagara.

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      Can you elaborate on this? Or an example you can point me toward?

    • @prototypega8257
      @prototypega8257 ปีที่แล้ว

      @@NumenBrothers Actualy not that easy to find but it´s this PRinzip th-cam.com/video/CqXKSyAPWZY/w-d-xo.html the Result is seen in 28:25

    • @prototypega8257
      @prototypega8257 ปีที่แล้ว

      @@NumenBrothers But the cheapest MEthod i currently work on is to spawn GPU Ribbon Particle in NIagara and if needed a static Mash particle. I currently try to figure that out for an Hair creater, becouse the Groom Performance and toi import it sucks. I have perfect fps with 250.000 hairs with 4 links , (just have a GTX 1080) but i hadn´t test more. As i created a GBuffer i was rendering close every pixel as a Particle and still no problam. Something like this are examples for G Buffer th-cam.com/video/-WVkrF3C79o/w-d-xo.html

  • @dodgemastersama
    @dodgemastersama ปีที่แล้ว

    Nah I had LOTS of fun. It's fun learning and solving problems. This was great. Been having trouble with adding trees to the scene and it's lagging. There are so many settings all around so this really pointed at many different possible areas to play around with.

  • @jd-foo
    @jd-foo ปีที่แล้ว +1

    Subscribed!

  • @alexschmidt7326
    @alexschmidt7326 2 ปีที่แล้ว +1

    Good Work 👍

  • @TolisPiperas82
    @TolisPiperas82 ปีที่แล้ว

    Every rock i add from quixel are blur when i import them in the game

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว +1

      Texture streaming over budget isn't the issue? th-cam.com/video/oGfH9BFKWEc/w-d-xo.html

  • @corgilife241
    @corgilife241 ปีที่แล้ว

    Great stuff!! I love the series!!

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      Your words power me forward :)

  • @jacare2541
    @jacare2541 ปีที่แล้ว

    is worth using nanite in foliage?

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว

      yes absolutely. This tutorial was made before Nanite foliage existed. But all the tips are still useful in combination with Nanite foliage.

    • @jacare2541
      @jacare2541 ปีที่แล้ว +1

      okk thanks for answering👍