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Landscape heightmap texture streaming?

If "Project Settings" > Engine > Rendering > Texture Streaming is True, when I start the game (Launch on Windows or command line), the scene is rendered, however, at the beginning, landscape height is not accurate, after a while, the height is correct.

If Texture Streaming is False, I experience longer loading time before the scene starts to be rendered, but I don't see the height inaccuracy once the scene is presented.

Thoughts?

Thanks!

============================

It could also be that the geometry LOD is not at 0 at the beginning, but how can I eliminate the problem?

Could be:

  • If using OpenLevel() and Texture Streaming is True, the landscape LOD mesh is not fully generated when the level is fully loaded into memory and starts to be rendered.

  • If Texture Streaming is False, the loading time is long enough so that the LOD mesh is fully generated when the level is shown.

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asked Jan 12 '16 at 07:46 AM in Using UE4

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PowerDesign
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2 answers: sort voted first

The landscape heightmap textures should stream in almost instantly. How long does it take for you?

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answered Jan 12 '16 at 09:57 AM

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JackP_oldaccount
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avatar image PowerDesign Jan 12 '16 at 10:26 AM

The height inaccuracy time is several seconds.

avatar image JackP_oldaccount Jan 12 '16 at 10:41 AM

Is this with cooked content or just launching with -game? How large is your landscape?

avatar image PowerDesign Jan 12 '16 at 10:47 AM

I somewhat failed to cook, so it's -game. Landscape size is the same as LandscapeMountains demo.

avatar image JackP_oldaccount Jan 12 '16 at 10:51 AM

The texture streamer is supposed to prioritize streaming of landscape textures over everything else, so I'm surprised it's taking long at all. This was a change for 4.10 I believe. Texture streaming is optimized for cooked content, however.

avatar image PowerDesign Jan 12 '16 at 10:55 AM

Hi, I appended to the quesiotn: "It could also be that the geometry LOD is not at 0 at the beginning", thanks!

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Looks like the engine does not prioritize streaming in mipmap 0 of HeightmapTexture or not prioritize the nearest component's mesh to be generated first.

"r.TextureStreaming 0" results in similar effect.

I can use the Move Level tool to move the "component on which player is spawned" to another level (Loading.umap, which is small and loaded very fast), and Load the other landscape components as a Streaming Level.

Maybe should utilize World Composition.

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answered Jan 13 '16 at 08:46 AM

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PowerDesign
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