Yes, it was the way in our case. Though I understand that in some other cases it's better to leave it as it is and just cull all the foliage at a very far distance
Hi guys! Thank you for sharing your thoughts and attempts! It helped me a lot recently. I also would like to share some of the tips about the HLODs since this page is quite popular. Some of the points were already mentioned in this thread, so I just collected them once again in one message. I hope it will help somebody.…
well, I figured I'd give it another try since there's been an update. it's still knackered on 5.3.2 but things have changed you can build landscape HLODs provided you don't try to build too big a level (4km^2 for me) provided you disable virtual textures. you cannot build all the HLODs - at best I've managed to get 2km^2…
Well, there is already a lot of HLOD related fixes in their GIT, so they will be in next release, So yeah, there is a hope after all. HLODs are important part of their new pipeline so there have to be some improvements in 5.2
Well there is a bad news about world composition, it seems that nanite meshes really rely on World Partition in terms of frustum culling. To see it you can freeze rendering and see that nanite meshes ignores it ) I had a LOT of meshes on my level and when I've moved to WP - performance have significantly increased. About…
okay - so I got it to build HLODs, this is as much a post for future me as it is for anyone else This is a level with two separate 4032x4032 landscapes placed side by side (indie gaea has an export size limit) , the build took around 45 minutes on a 5950x with 64gb, a 3080 and it was all running off fast PCIE4 nvme disks -…
I've just started littering my landscape with nanite meshes - I'll take a look, have a little cry and then probably just turn them all back into normal meshes. I'll get back to this stuff a bit later on so the advice is much appreciated. When you say huge pagefile, how big are we talking? I'll buy another disk to put it on…
I may be confused, I may be wrong and I would be very happy to find out that is the case but.. Even if we pretend there's no Out of Memory crashes in the HLOD builder it still behaves very inconsistently and will frequently lead to GPU crashes on launching your level I take a relatively small (4k*4k) landscape I create an…