Big landscape lighting

Hey, at the moment I am working on an open world game and created a 8k*8k landscape. Everything works fine until I add an movable directional light into my game… The fps go down to 20 fps. I thought about having my landscape level always loaded and manually stream cities houses and foliage. So here are my questions:

  1. How would I light a level like mine?
  2. Is the way I want to handle my level correct? Or would you go with world composition…
  3. Is it possible to BP load level in world composition too?

Hi

Firstly, for open, large world you should definitely use World Composition User Guide | Unreal Engine Documentation I test solution like yours, one big landscape and loading “parts” but World Composition System is much better solution and easy to create.

In open world you should use dynamic light only. If you have fps drop, maybe you have light errors, bad settings or low pc - you should post your specification to see this is settings problem or your machine.

Also, with open world and many meshes, foliage etc. on middle or even good machine you can have 20fps no matter dynamic or build lighting (static only), because open world need deep knowledge how to optimize your level for open world and general optimization rules.

Specs: 2x gtx 1080 ti 2x 18 core xenon, 128gb ram. I have only the landscape with no other meshes and a directional movable, a skylight and a heightfog. No settings changed. The problem with worldcomposition I had in the past is that I had no control over the meshes like indoor objects via bps… I feel like they were always loaded and made my fps drop… Is there a way to control level in world composition with bps…

Setup is good ofc :slight_smile: As I remember, people have problem with nVidia overlay. I have it disabled, but you can start here. It can be reason. Hard to say other reasons, you have empty landscape for now, but look for this nVidia thing and we can check next.

I understand reason, but maybe you can mix both systems. I have it not implemented yet, but I have plan to use simple streaming inside world composition system for this same as you reason. Check nVidia overlay and tell me.

here thread with same problem, mark as solved Extreme low fps problem is still unsolved - Asset Creation - Unreal Engine Forums

Alright I will try the Nvidia overlay solution when home again tomorrow. Thank you very much!! :slight_smile: do you know if it is possible to stream level while world composition enabled with blueprints? For example the whole landscape and exterior structures with composition and interior when entering a house or so.

I know, this is your second question part. As I said, I have same plans - also for inside rooms, caves etc just I’m working on other game parts now and not tried it. But I’m 99,99% sure this must be possible and easy, same way like without world composition. World composition just load landscape chunk and inside this chunk, everything (blueprints, actors (bp too…), triggers) works like on single landscape, map. I can’t believe this is not possible :slight_smile:

Moreover. On start do test like this - create simple World Composition map and this this simple streaming. Generally don’t start from creating landscape and environment first like a many people do, because this is bad way. First work on game code or on code and landscape same time, because this is all connected. Worse scenario, you will spend months on environment and you will have to redo everything from start. This happens.

Ok :slight_smile: you have helped me alot for today! I will tell you if the Nvidia overlay fixed that for me tomorrow! Have a great day.

No problem, I hope it can helps, I will work with same problems soon, just now playing some with ai. If you stuck with world composition, you can ask me too, here some parts of workflow can be confusing, but when you know how to - this is easy - let’s say :smiley: