How to stream levels async/hitch-free?
UE 4.6, Win 8.1, 32 GB RAM, W540 workstation with Nvidia Quadro 2 or 3 GB VRAM; world-composition level-streaming enabled:
I have for testing purposes a 24x24km "world" of 6x6 seamless landscape tiles. Each of those 4x4km tiles was imported (via import-tiled-terrain feature) from a 4033x4033 heightmap so roughly 1m resolution. A custom layer ensures distance-based stream-in/out at 1.5km distance.
For now, no LODs, no foliage, no other meshes or content, all tiles share the same simple single-texture material (rock_sandstone starter content). As simple as it gets.
Now a pressing question!
As levels are streamed in and out in Play mode, there's always a hitch or game freeze of 1-3 seconds. That's not what I'd call "streaming"... how do I enable or fine-adjust async-streaming here? I assume this is normal texture streaming to low mip-levels are uploaded first and big textures will most likely be uploaded partially over multiple frames. Looks like I'd need to tweak something here because as it is now.
Level streaming performance can be only measured in a packaged build. In the editor environment it will hitch most of the time. Also I would not recommend to add "details" to the landscape tile sub-level. For "details" you should create smaller sub-levels with shorter streaming distance (only foliage has to be in the same sub-level).
For second question it's better to create new topic.
answered Dec 09 '14 at 09:26 AM
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