Aye, I tried playing with that ratio, but the default trees are kinda poorly LoDded; from 0.2 to 32 there's about a 10fps and 0 drawcall difference. Well, time to make some trees!
http://web.archive.org/web/20110705002531/http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop The two download links (32 & 64 bit) seem to work here for me, surprisingly enough.
The only hard limits for UDK are StaticMesh: 65535 ( 16 bit index) vertexes SkelMesh : 4,294,967,295 ( 32 bit index) vertexes 45k tris seems to be normal for "next-gen" characters.
Well I haven't fiddled with the lightmaps yet, so I believe they're at their default (32). I'll try to fix what Snader said and after that I'll start experimenting with the lightmap.
Yea our work machines have 32 but its struggling lol. I did not know you could flatten them NON DESTRUCTIVELY . is there a link or vid on how to use that feature ?
Be very careful with 4k and make sure your software scales properly. I wouldn't recommend it below 32", scaling the UI negates the advantage and just creates a lot of mess and complications
I think you need to talk to your tech department and... kind of let them know that they're doing it wrong. 4 gigs in a 32 bit system? Are they trying to mock you?
Ironbearxl: Try turning up the subdivs on the lights and materials. Default should be 8. I would try 32 when testing and then turn it up to 64 or 128 for your final render.