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World Composition or Level Streaming?

So as far as I know, World Composition completely replaces Level Streaming when active, so its either one or the other. I can't really see which one I should be using. I wish to create an open world as big as GTA, and thus need one of the two for optimisation. Whats the difference between them anyway? They both do the same thing, except WC uses distance, whilst LS uses volumes. Apart from that is there any adv or disadv to any of them? The only disadv I can think of is that you can't use WC for multiplayer without dedicated servers I think.

TL:DR, Can someone please specify any adv or disadv to WC or LS, and explain which one is better for an open world. I want a detailed map, and need one of the these two things to help optimize.

Product Version: UE 4.19
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asked Apr 22 '18 at 05:37 PM in Using UE4

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Danial.A9
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With World Composition you can load/unload parts automatically or/and via blueprints (let's say - simple streaming inside World Composition System). So for large world start from World Composition and load/unload smaller parts, blueprints etc via code/blueprint.

Other solution is to create custom level streaming with some kind of world composition system, but why if this is done?

Btw. I hope you have idea what means making game like a GTA, you have huge team or a lot of $$$ and time.

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answered Apr 23 '18 at 12:41 PM

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Vaheva
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avatar image Danial.A9 Apr 23 '18 at 05:09 PM

Hi, and I see what you mean. Its just that LS using streaming volumes seems more flexible. For example lets say I have Landscape A load in at 200m away. What if I'm 400m away, but on a high mountain. Because I'm more than 200m away, the Landscape won't load right? This will take away from emersion.

With streaming volumes I can still have the Landscape spawn in at 200m away, but I can also place a volume at the top of the mountain. That way when the player reaches the top of the mountain, they'll enter into the streaming volume and the landscape will load in until they go back down.

LS just seems more flexible and better for emersion, does it not? Thank you for responding so quickly.

avatar image Vaheva Apr 23 '18 at 05:44 PM

You can try, but on large landscape you can lost, this is very hard to do even for teams. It's why in many games, like a ARMA but not only they use different solution, like a limit view because fog etc. Back to ARMA, they use skybox with fake mountains for example. 200-400 m is any optimization, not worth to think about it. 1000m for limit view is start for open terrain mostly and I have distance bigger. In open world games you have no detailed terrain like a in close combat fps, here bigger mesh used with good lods mostly (buildings). If you want to break rules - good luck, I will be happy to play game like this if frame rate will be smooth and no errors. World Composition system is important because other reason. You can edit single landscape part, not whole world, it helps a lot.

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