UE5 Large Real World Landscape

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Demenzun Media

Demenzun Media

Күн бұрын

Create a large 1024 sq km 32km x 32km open world landscape in Unreal Engine 5 using real world elevation data.
Copyright ©2023 Demenzun Media. All rights reserved.
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Chapters:
00:00 Introduction
00:38 TerreSculptor
04:40 Unreal Engine 5
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TerreSculptor by Demenzun Media
This video was created by Demenzun Media in British Columbia Canada.
Portions of this video may contain free stock content from Pixabay at pixabay.com/
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Videos and Images:
Numerous Pixabay Images Used.
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Пікірлер: 67
@demiost
@demiost 8 ай бұрын
Hello Demenzun, i'm trying to understand how the 5.3 landscape system works but it feels really weird... I tried different approaches but the results are very random.. Especially the component quantity... For exemple, i went testing with 2 different 16K Heightmaps with the exact same settings in the importer but one had less than 1k components while the other one had 16k components ???? I always try to lower my components as low as possible because it hit hard on perfs but nothing seems to change this ratio once UE decide your needs... I also tried my old hacky way by starting with a single 8k landscape to extend and stamp by hand... But the region system won't generate new volumes and the editor crash randomly for no reason... So, now, i'm stuck... I'm almost done with my game mechanics and system but i can't test it on my 100km map wich is part of my game design lol... I may end up with an upscaled low res landscape and give up on my 1:1...
@ChuckWilsonWilsonsStudio
@ChuckWilsonWilsonsStudio 9 ай бұрын
Thanks, another great video!
@kdexpressoo6023
@kdexpressoo6023 4 ай бұрын
I messed with some scapes way back. I never really thought about real km size. So it was 32km sq. and the most I could do was 64km's sq. then. It's not a forum here, but....Could all static and player skeletal mesh assets be scaled down by 50% to double the km? Or would there be issues with the collision, player controls and/or other issues?
@demenzunmedia
@demenzunmedia 4 ай бұрын
Yes, the entire world can be scaled down by 50% to achieve a double distance world. The only issue with this is the Landscape quads then become the equivalent of double the size or half the detail as well. Instead of halving the size of everything, you can simply use a Landscape Scale XY of 200 instead of 100 for twice the size on the terrain. You achieve the same effect without any worry for collision misses. A 16321 x 16321 Landscape at Scale XY of 100 is 16km x 16km, and at a Scale XY of 200 is 32km x 32km. So it is easier to scale the Landscape than it is to scale everything else.
@kdexpressoo6023
@kdexpressoo6023 4 ай бұрын
Make sense thanks, Ya I thought of that after, there would be less detail...@@demenzunmedia
@BasketcaseSoftware
@BasketcaseSoftware 8 ай бұрын
My company actually had done this using UE 4 (but we've upgraded to UE 5). Done on 16GB of RAM (I have 32GB now). In fact our world is slightly larger than 32K x 32K km.
@Lancelotxxx
@Lancelotxxx 8 ай бұрын
i get the specs to create it but then can it run on a PS5 or even medium spec pc with 16go of ram and a rtx2060 once compiled ? also maybe i missed it, but are you using nanite ?
@demenzunmedia
@demenzunmedia 8 ай бұрын
Yes, Unreal Engine will scale the scene for the target system when playing back. You would have to allow for game settings just like any other retail game, for things like screen resolution, texture resolution, level of detail for meshes, draw distance, etc. You should preferably have a computer that is effectively "maximum settings" to design the game with Unreal Engine, and then have lower end systems that you scale the settings to for testing, so that you know what to optimize on the levels.
@valentoMundrov
@valentoMundrov 9 ай бұрын
great! very helpfull 👏it cleared some doubts I had after a week of research 😅 (that GIS \ GDAL world is an endless hell)
@peacefusion
@peacefusion 5 ай бұрын
and here I am thinking my 4k map soze is big. You are a mad lad.
@demenzunmedia
@demenzunmedia 5 ай бұрын
The largest Landscape that I have created so far is 260097 x 260097 or 260km x 260 km (67,600 sq km). When I can upgrade my workstation to 2TB of memory, I plan on testing a 422657 x 422657 Landscape, which is the largest that I can currently create (178,000 sq km)). I would never try to make a game with that size. That size of open world would require a team of 100+ people to properly make a game with it. The largest Landscape size that I have used in an actual game I developed is 2017 x 2017. It's fun to play around with though.
@xTHHxAimiForevr
@xTHHxAimiForevr 6 ай бұрын
How did you find out about the heightmap "edit layers" restriction?
@demenzunmedia
@demenzunmedia 6 ай бұрын
By testing dozens of imports.
@notgonnafaint
@notgonnafaint 6 ай бұрын
Same here@@demenzunmedia
@DodgerEcho
@DodgerEcho 8 ай бұрын
The most difficult thing with such a landscape size is to generate HLOD for it. I downloaded the sources of UE5.2.1, but I never found where there is a function that removes the already generated HLODS, more precisely, I found the entry point, but there are so many streaming branches in the code that my head is spinning when you try to understand the logic of the epics. How angry it is, really it was impossible to implement it all in one file! But this is half the trouble, the documentation for the engine API, objects and methods is so scarce that it becomes impossible to implement something in the code for yourself without breaking the engine.
@demenzunmedia
@demenzunmedia 8 ай бұрын
I have found that with Building Landscape HLODs you need at least 300GB of memory to perform the build. It supports Virtual Memory, so if you only have a 64GB system you need to create a manual Page File of 250GB+. On my workstation with 512GB DDR5, a 16k x 16k Landscape HLOD build takes about 320GB+ to successfully build. Regarding Epic's code, the Unreal Engine is a mess. That is what happens when you have too many programmers and no good project manager.
@Yogaandwork2025
@Yogaandwork2025 Ай бұрын
Thnks man❤❤❤
@HyperBassYT
@HyperBassYT 22 күн бұрын
Hi, I'm getting an issue where Im using a preset to generate an island using perlin noise and i get the desired look in the preview, but when I click "ok" i get nothing. Why?
@demenzunmedia
@demenzunmedia 22 күн бұрын
Is this in TerreSculptor 2.0 or 3.0? Can you post a screenshot of the Perlin Noisemap Generator dialog with your current settings on the Discord server so that I can see if it is something in the parameters that is throwing it off? Or email me the screenshot?
@HyperBassYT
@HyperBassYT 21 күн бұрын
@@demenzunmedia I'm using version 2.0, I can send you the screenshot tomorrow :)
@demenzunmedia
@demenzunmedia 21 күн бұрын
@@HyperBassYT - Ok. A screenshot of the Noisemap Generator would be helpful so that I can set the sliders to the same values here to test it and see what is going on. The Noisemap Generators use "Unclamped" value ranges in order to provide the widest degree of numeric values for the properties. This can sometimes cause a Noise Generator to create odd or invalid garbled data at its outer value limits, usually totally high random data that clamped into a solid white heightmaps shape. However, if it shows a valid heightmap in the Preview, then it should create that same heightmap in the main editor. I've never seen it not do that.
@cpt_boogie3843
@cpt_boogie3843 Ай бұрын
I currently have a 75 square kilometer map, and growing.
@demenzunmedia
@demenzunmedia Ай бұрын
That sounds like fun!
@silversoul2785
@silversoul2785 3 ай бұрын
may i ask what are your computer specs? and can this work for game development or is it just for cinematics?
@demenzunmedia
@demenzunmedia 3 ай бұрын
I have multiple test computers that cover the most common range of systems specifications, from a Dual-core 16GB-RAM GTX-1650 low-end system all the way up to a true workstation with 24-Core Xeon 512GB-RAM RTX-3090. The Unreal Engine World Partition system will work fine on lower end computers as well, the overall size of the terrain doesn't really matter, because typically you will only have a 3km to 5km view distance, regardless of whether you have a 16km or 32km sized terrain. So you are only seeing a typical fixed view distance regardless of terrain. You don't see the entire terrain all at once. A lot will depend on what extra assets you place onto the terrain, such as foliage and trees and buildings, those tend to require more performance than the Landscape itself. A 32km x 32km 1-meter World Partition Landscape on a dual-core 16GB GTX-1650 system with only grass foliage will get typically around 30-40 fps at 1280x720. So you can use this for game development as well. Most people who use large terrains with lots of foliage and trees typically target an RTX-2070 level system as their minimum recommended.
@silversoul2785
@silversoul2785 3 ай бұрын
@@demenzunmedia the thing is i made a team with 20 people for building a game, and decided to do all the heavy work on my pc as the strongest one in the team , it is 4070ti , i7 13gen, 32gb ddr5 and 4tb nvme 3500mb/s, i built this pc for game development, the thing is i know programming and 3d modelling but never used ue before, we want to build a 32*32km game with real materials or something similar to battlefield 5 level,and not sure how to achieve this. My biggest concerns are landscape size and cities , how many polygons do every building requires to have a great visual appeal and be destroyable. Can't find answers to those questions on internet., all weapons have 3k polygon, tanks got 5k to 10k, i told the architecture team to build houses with maximum 10k.
@demenzunmedia
@demenzunmedia 3 ай бұрын
@@silversoul2785 - Yeah, the internet isn't the best place to find out information on real game development, you need to talk to a game design consultant such as myself. Feel free to post any questions on my Dis_cord channel, link on my website, it is usually better than using comments here. First off, if you are using World Partition landscape, with the Enable Edit Layers option enabled, the largest possible heightmap size is 16321 x 16321. If you set the Landscape Scale XY to 100, which is 1 meter size quads, that is a 16km x 16km terrain. I don't recommend using larger quads to achieve a larger terrain area unless absolutely necessary, since the lower resolution quads results in a lot of limitations, such as shallower cliff angles. Enable Edit Layers is used for if you want to edit the landscape with painting, sculpting, and splines. So getting 32km x 32km terrains in your game may be a non-starter. If your system's specs are the most powerful on the team, you are probably going to have to upgrade, at least some of the computers. If a lot of the team is only 16GB+8GB systems or less, then chances are they won't be able to do the required work, especially level design. Unreal Engine level design requires that you effectively have the highest end system that your design will be performant on. You can't tell what your final level designs are going to look like if you have to scale everything in the viewport to minimum level. I wouldn't attempt to do development of a large open world multi-player game on systems less than 128GB+24GB. You will be lucky if you can import 16k x 16k heightmaps with a 32GB+12GB system. I use a Xeon+512GB+24GB system for large heightmap importing, as my R9-5950X+128GB+10GB fails often when importing larger sizes. Note that importing requires a lot of GPU memory to create the 512x512 MIPed DXT Textures for the Landscape, and only 50% of your Main Memory can be used as GPU Shared. So with a 32GB+12GB system, that limits you to 16GB+12GB = 28GB GPU Memory, which is really cutting it close to import large heightmaps. You may get engine crashes with such a low amount of memory. I recommend nothing less than 128GB+24GB such as 128GB Main Memory plus RTX-3090 24GB GPU, which gives you 64GB+24GB GPU memory for importing. Note that you CANNOT short-cut the heightmap import process by using Tiles, with World Partition tile importing makes no difference, you have to move to World Composition before tiled import matters. About 25% of the World Partition resolutions are also Prime Numbers, so they cannot be tiled anyway. Also be aware that many people don't realize that World Partition and World Composition DO have only a specific set of heightmap resolutions. If you don't use those resolutions, you WILL end up with a padded and stretched terrain. World Partition valid sizes are calculated as (511 x N) - (N - 1) If you don't know what all of the correct resolutions are, or you don't want to use the math to figure them out, you can download the free TerreSculptor 2.0 and use its Landscape Size dialog. 10k buildings is fine. The main thing that kills framerate is the trees and foliage on dense designs, as many people create trees that are 30k to 50k triangles or more. If you are not going with dense tree designs in your levels, you might be able to get away with that high complexity. Otherwise for dense forest level designs, you WILL have to use heavy LODing and billboard LODs. You will most likely have to spend the time creating an Alpha Test level that is of the design style that you want for your game, and then profile it on a range of computer systems. IMHO to get a Battlefield 5 type of design with good triangle count assets, you are probably limiting yourself to only computer above the Steam Hardware Survey Most Common. That would be a Quad-Core, 16GB, GTX-1650. Chances are that level of hardware will be unplayable at less than 20FPS at 1920x1080. You may have to use Nanite for your meshes, which with UE5.3 should work with Chaos, but be aware that Nanite requires at least 100,000 Nanite triangles or more in the scene before it results in a net benefit. So if you Nanite five 10k buildings, which is a total of 50k triangles, you will probably see a drop in framerate instead of an increase. The Nanite render pipeline requires really high triangle counts before it can outperform the Default Drawcall pipeline. If you are creating your meshes first, and then performing your level design, you will have to profile EVERYTHING. The only way to know for certain that a specific level design is going to be performant, is to test it on a range of hardware. It is always a possibility that some level designs may not be performant and may have to simply be excluded from the game. Whenever I am creating assets or doing level design for my games, I spend hours profiling everything to make sure that it is performant. I have six computers here with varying levels of hardware to perform all of my tests on. I hope this helps some.
@silversoul2785
@silversoul2785 3 ай бұрын
@@demenzunmedia thank you for your respond, I joined the discord server but to tell the truth I don't really know how to navigate through it will. I should ask in -general page right?.as long as I understand, world partition helps improving the rendering process by rendering only parts of the map. this only applies to player or developer too?. in my team we have two level designers me and one other friend who has 3070 with 32gb. the others are programmers or 3d modelers and animators, i understand the parts of needing more ram and better gpu, but it is unaffordable at the moment . so I had the idea of doing a 16*16km landscape and rescaling everything to half so it appears to be a 32*32 km is this a reasonable approach? or nothing will change? my last question regarding nanite. I must have at least 100k in the whole world map or one part of world partition for it to take effect? we are already planning to build cities inside the game. ( I can upgrade my 32gb to 64gb but I don't think I can do the same for gpu as it is double to triple the original price in this country( Iam a student in turkey)
@demenzunmedia
@demenzunmedia 3 ай бұрын
@@silversoul2785- Yes, you can simply post any questions in the General area. I am in Canada, so it may take a few hours for me to reply depending on the time zone difference. World Partition uses cell streaming to load/unload sections of the level. You use the World Partition manager window to control this during level design. You may also like to test HLODs to see if they have any benefit for you. Or even Nanite on the Landscape, but that often slows down the performance. If you are able to import a 16321x16321 heightmap with your current system, then you should be ok to continue without a system memory upgrade. Once the heightmap is loaded, the rest of the level design process often is less memory intensive. But if you start getting crashes when doing a lot of intense level design with many assets and meshes, then you may require more main memory. Keep in mind that 50% of the main memory is used as GPU Shared, so increasing main memory helps both areas. Windows 10/11 Task Manager will show these values. The issue with not using the default World Scale of cm, is that you can have Physics and Collision issues. So if you try to scale everything to 50% size, you may have projectiles missing objects, collision issues, and physics issues. I would recommend against doing this if at all possible. Which means that you may be limited to only 16km x 16km level maps. You have to test to see whether you are going to run into any scaling issues, but it is usually a bad idea in a twitch FPS game. Nanite typically must be rendering 100k triangles or more in the view frustum to notice a benefit. But it depends on mesh instance count and many other factors, so that is just a general guideline. For example, if you only applied Nanite to just the Landscape mesh, and did not Nanite any of the trees or foliage or buildings, and left them as regular drawcalls, then the Nanite rendering will most likely be slower performing. So if you are using Nanite, you usually want to use it on everything or nothing.
@hrleinad
@hrleinad 8 ай бұрын
does it automatically create world partition out of a single texture?
@demenzunmedia
@demenzunmedia 8 ай бұрын
You import a single PNG 16-bit grayscale heightmap file and it automatically creates the Landscape in World Partition for you. You just have to use a new Level type of Open World or one that supports World Partition.
@shahmaarbaba
@shahmaarbaba Ай бұрын
which auto landscape material u used?
@demenzunmedia
@demenzunmedia Ай бұрын
The Auto-Material is one that I developed. It is available on the Epic Marketplace in the Demenzun Media's "RGBAK Master Materials" for $5.99.
@shahmaarbaba
@shahmaarbaba Ай бұрын
@@demenzunmedia ok thanks
@MihajloCiric
@MihajloCiric 5 ай бұрын
You should use tiles instead of a single png file Tiled import is also better if you have less RAM
@demenzunmedia
@demenzunmedia 5 ай бұрын
Tiles only make a difference for World Composition importing. In World Partition importing, the tiles are stitched back into a single file by the editor on import. Tiles with World Partition importing makes zero difference, I have tested this dozens of times, tracking memory usage etc., the import stage memory use is the same in World Partition mode whether you use tiled or a single file. Most World Partition sizes are also Prime Numbers, so they cannot be tiled imported. And the sizes that can be tiled are usually really high tile count sizes. If you are using World Composition Tile Sizes (such as 2017 or 4033) then you are really messing up because Unreal will be padding and stretching the edges of your Landscape from World Composition sizes to World Partition sizes.
@flutter1747
@flutter1747 5 ай бұрын
popup effect like Unity
@KeepItSimplePC
@KeepItSimplePC 9 ай бұрын
were u able to get hlods to build on this?
@demenzunmedia
@demenzunmedia 9 ай бұрын
HLODs on a 32k x 32k Landscape will probably require 1TB+ of memory+virtual commit. HLOD building is a real memory hog. I can try it on my workstation and see what it requires, and post back. An HLOD build on a 8129x8129 Landscape requires a memory commit of 240GB+.
@demenzunmedia
@demenzunmedia 9 ай бұрын
Yes, I was able to get HLODs to build on this map. Unreal Engine 5.2 with a 32641 x 32641 World Partition Landscape building HLODs. 45 minutes to build on an Intel Xeon W7-2495X 24-Core, ASUS W790 ACE, 512GB DDR5-4800, ASUS ROG RTX-3090 24GB, WD SN850X 4TB NVMe. 200GB of RAM memory and 250GB total commit required to build. If you have a regular computer with 32GB to 64GB of memory and a fast 4TB SSD with a 320GB Page File on it you might be able to build the HLODs as well. I put a screenshot of the HLODs in my Facebook group as a post.
@widar28
@widar28 9 ай бұрын
@@demenzunmedia I have 128GB of RAM, 1TB NVME as swap space and a 48GB VRAM Radeon Pro W7900. I have already imported a 32x32km map by importing single sections at a time like you showed in a previous video. I'll try to build the HLODs when I find the time... I'm currently working more with Blender. For now I was reset a bit because my ssd drive with >150GB of map data crashed :-/ (thanks to SanDisk for this one -,-)
@demenzunmedia
@demenzunmedia 9 ай бұрын
@@widar28- You bought one of the SanDisk SSD external drives with the known issues? Sorry to hear about that. If you haven't already, you might need to specify a user defined size Page File on your drive, the Automatic size may not go big enough for Unreal Engine. UE5 eats a lot of memory. Something like a 256GB or 384GB size Page File should be good.
@GVMuk
@GVMuk Ай бұрын
packaged games have trouble with large landscapes. usually a packaged games world partion will just straight up not work.
@demenzunmedia
@demenzunmedia Ай бұрын
I have no problem packaging games with large landscapes. I do it all of the time to test out large landscapes on all of my computers in my office, typically for the performance benchmark videos and additional tests. I have packaged UE games with World Partition up to 32km x 32km and World Composition up to 260km x 260km, then copied and played those builds on the seven computers in my test hardware. I have never once had a game not package and then not play on another computer here, they always worked.
@GVMuk
@GVMuk Ай бұрын
@demenzunmedia yes but with assets and foliage etc.i have had the streaming not start. So no landscape loads or anything. Usually tinkering with the loading range fixes this. Using 5.3. Seemed to be random if the streaming partion would start. Player would just fall through floor.
@demenzunmedia
@demenzunmedia Ай бұрын
@@GVMuk - I have created full maps with foliage and other assets and never had an issue. 4.26, 4.27, 5.0, 5.1, 5.2 and some 5.3. This is on 7 test systems, from a 2-Core 16GB GTX-1650 to a Xeon 24-Core 512GB RTX-3090. The only thing that I ran into with World Composition is that the tile under the player wouldn't be there at start, so I just put a spawn pad mesh where the player is on startup (you could use a cube etc). Otherwise I have never had an issue, and this is with dozens of test worlds that I built and tested across multiple computers. I *DO* know that 5.3 has a lot of random issues on many peoples systems, totally random. On my Discord I am often helping people in DM that have 5.3 issues that I don't experience here, things like always crashing on any terrain larger than 1009x1009, streaming issues, etc. So you might be one of the people who have 5.3 issues. I would try 5.2 or 5.4 Preview and see if you get the same things happening.
@GVMuk
@GVMuk Ай бұрын
@@demenzunmedia yeah after reading up, seems to be alot of 5.3 issues with the world partion, its annoying as you have to package multiple times until the dam thing works in one of the builds
@demenzunmedia
@demenzunmedia Ай бұрын
@@GVMuk - Yes. The first thing I should have asked was if you are using 5.3. I get a lot of messages from people with 5.3 with lots of World Partition and other issues. When I get them to try their same setup in 5.2 or 5.4 Preview, it usually works fine. The UE logs don't seem to point to any specific issue in their system, just a random crash of the engine. I build my games and test levels with a big workstation with 512GB RAM, and UE seems to do a lot better when it has extra RAM to spare. I never get crashes on that system, it is now almost a year old, and I am constantly working with 5.0, 5.1, 5.2, 5.3 on it. I have yet to try 5.4.
@arashi8876
@arashi8876 9 ай бұрын
64 GB RAM?! bro, I got 16 Gb :(
@demenzunmedia
@demenzunmedia 9 ай бұрын
Any serious large open world work in Unreal Engine 5 requires at least 64GB to 128GB to accomplish. UE5 is a real memory hog. Some features of UE5 will use Virtual Memory Page File if you set it large enough, you could always try that and see if it works or fails. You might have to specify a custom Page File size and increase the Maximum amount.
@justanopinion7029
@justanopinion7029 9 ай бұрын
@@demenzunmedia great video but i also only got 16 gb so with that said how big of a scale klm wise can i go without a pricey upgrade to my system?
@demenzunmedia
@demenzunmedia 9 ай бұрын
@@justanopinion7029- With only 16GB of memory you will most likely be limited to Landscapes between 4033 and 8129. It depends a lot on the design of your level. If you go with low-poly content then you can get more assets into use with less memory. Trying to use massive Quixel Megascans starts to consume a lot more memory. You will have to do a few tests to see what is the largest Landscape that you can import without crashing. Some of the UE5 features use Virtual Memory, so you may want to specify a large Page File on a drive with lots of space.
@justanopinion7029
@justanopinion7029 9 ай бұрын
@@demenzunmedia hard drive space not a issue but ive only got terra sculpture 2.0 next version up to 3.0 costs a few dollars so when i go to create i don't get the mapper dem explorer option..Anyway around this can you provide a few tips would be appreciated
@demenzunmedia
@demenzunmedia 9 ай бұрын
@@justanopinion7029- If you are looking for Digital Elevation Models to use for terrains, I would recommend searching for the 1 meter USGS file download sites, they have a lot of files that are large 10km in one meter spacing. For example, you can get the entire continental USA in 1 meter data. There are also some sites that have UK data up to 1 meter resolution. I can't post URL links here or KZbin will delete the message.
@amerboss99
@amerboss99 Ай бұрын
that range of quality you are talking about isnt just about making it possible to make, making it run on any console is nearly impossible, maybe in ten years from now when majority of gamers have better pcs it would be a good idea to have a game specifically for pc gamers with such massive landscape and high resolution, but for now in most cases its not even necessary to have this resolution as the landscape is just the ground to add the stuff on which will actually matter. look at most big world games they dont go beyond 2k.
@demenzunmedia
@demenzunmedia Ай бұрын
There are lots of games with larger than 2k terrain systems. GTA, RDR, Just Cause, Assassins Creed, Subnautica, Watch Dogs, Mad Max, Far Cry, Arma, Skyrim, Saints Row, etc. etc. But those typically take a large team many years to develop games of that size. I recommend that most indie developers stay small, but people just love to spend time creating the largest world they possibly can. Do they end up making it a full game? Usually not.
@amerboss99
@amerboss99 Ай бұрын
@@demenzunmedia so these games you mentioned are above 2k? it very much looks like they add the details with meshes, i noticed many times their landscapes were low quality but they used many technics to make it work on those consoles, because you and me know well that simply : no console can run high quality landscapes in those worlds
@demenzunmedia
@demenzunmedia Ай бұрын
@@amerboss99 - Games like Red Dead Redemption 2, that is very high quality landscape, and it is 75 square miles. RDR2 streams the world in, so it is probably LOD'ed mesh patches (and not heightmaps). I have not seen any official published information on what RDR2 uses for a terrain system. The difference is that most pro game studios use techniques like perimeter fill mesh terrains or TIN mesh (Triangulated Irregular Network) terrains, they don't usually use 1 meter bitmap-based heightmaps like Unreal Engine and Unity etc. Heightmap-based systems are really only any good for Viz work or very small worlds. There are a lot of inexperienced people coming into the Unreal and Unity arena who ask how to create large 100km worlds, and even though I tell them that creating a solo game of that size is usually not a good idea, they still want to do it, so I provide them with the tutorials on how to accomplish that. I try to talk people out of going large and sticking with something like an 8km maximum size world, but usually to no avail. Epic has on their future roadmap a new fourth terrain system, so the waters are just going to get muddier with even more of a mess and a fourth half-baked half-working terrain system in the unreal engine by Epic.
@amerboss99
@amerboss99 Ай бұрын
@@demenzunmedia so hat res would you say is ideal and should be used for big open worlds like in those games mentioned
@demenzunmedia
@demenzunmedia Ай бұрын
@@amerboss99 - UE5 World Partition can safely handle 16321x16321, but that requires a more powerful computer. I would tend to stay with 8161x8161 or smaller. One option for performance is to use a larger Landscape Scale XY value, which is the quad size in meters. So with a 4033x4033 heightmap you could get a 2 meter 8066x8066 terrain. I plan on doing a video with performance testing of various Landscape Scale values, to see if there are any gains.
@Pasha8204
@Pasha8204 3 ай бұрын
No 4k no cool, need 4k video this
@demenzunmedia
@demenzunmedia 3 ай бұрын
Sorry, no 4K videos yet. My Unreal Engine computer is only 3440x1440 resolution and not 4K. I will see if I can create any newer videos in 4K.
@racerx1777
@racerx1777 3 ай бұрын
and for 100$ you to can follow this video!! Get bent!
@demenzunmedia
@demenzunmedia 3 ай бұрын
What are going on about? You can use any terrain software that supports DEMs including the free TerreSculptor 2.0 to do this video. The terrain software used is just to show the workflow for doing large terrains in Unreal Engine. Use the free TerreSculptor 2.0 and Earth Explorer or any other similar setup to obtain the source heightmap data. The video even says this plainly. There are also additional videos on this channel showing how to use Earth Explorer and other DEM sites. I guess you better not follow any videos on any other heightmap software, or oh no you might have to use their software too!
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