IT'S ALL ABOUT MINIMUM LOD 😁 Seriously, just going from 0 to 1 makes a huge difference. LOD 0 should only be used for architecture and small set pieces. Almost everything looks perfect still at 1. Like Werewolven said, it's all about toggling thru 0-4 and finding what looks the best at the lowest price.
@@GriboullettaEsperanza-mu6nibut some developed not thinking about low spec pc , they just thinking about nice graphic even in low setting lol that's stupid
I am having issues with auto generated LODs distances in UE 5.0.3. The distance calculation looks off and even close to the static mesh I am already at LOD3. Only way I found to fix this is to disable Auto Compute LOD Distances and assign custom screen sizes. It's definitely not ideal. This happens both with newly imported static meshes and also with migrated static meshes from UE4. I did not find similar issues on the net. Is anyone encountered the same problem?
i thought so too, that's actually why i started up again, the thought of creating without worrying about polygons. but it seems that nanite doesn't work with moving parts, like trees that sway in wind... big sad :(
@@WerewolvenGames Can you please create a tutorial on how to activate the wind swaying in UE5? I know there is a checkbox in the material editor, but nothing visible happened afterwards. So I'm pretty sure, I'm missing something :D
@@cida6640 makes sense, I just haven't ever seen anything higher than LOD 6 before and assumed it related to texture resolution so thought it was like 6 = 8k, 5 = 4k 4 = 2k 3 = 1080p, 2 = 720p, 1 = 480p 0 = 240p
im gona te you a secret, Everything megascan is shit :) their models are spegetti their UV´s is spaghetti, they are all created in speed tree.Best Optimization you could do is in Maya because the models itself is just Junk
@@christopherpearson8637 lmfao fr. easily the largest, most detailed library of assets all completely for free. Megascans also received an epic grant which is no easy feat at all
LMAOOOOO pure delusion, the assets are by a long shot the most photorealistic free assets to ever exist, spend a few minutes optimizing each asset and you have a variety of assets with insanely high detail-to-cost ratio.
AMAZING VIDEO! This has helped me more than you know. I completely understand how LOD's work. Awesome bro, may you be blessed!
Wonderfully explained thank you!
Thank you! That's exactly what I wanted!
Thanks for video, literally been using same trees with foliage spawner and this helped me - also take me ages to "Apply changes" :)
Thank you! this was exactly what i was looking for!
IT'S ALL ABOUT MINIMUM LOD 😁 Seriously, just going from 0 to 1 makes a huge difference. LOD 0 should only be used for architecture and small set pieces. Almost everything looks perfect still at 1. Like Werewolven said, it's all about toggling thru 0-4 and finding what looks the best at the lowest price.
Yes absolutely ! And if you developed video games, you should set LOD to 2 or 3 for lower PC !
@@GriboullettaEsperanza-mu6nibut some developed not thinking about low spec pc , they just thinking about nice graphic even in low setting lol that's stupid
Been watching your vids for few months now.. and i just realized im not subscribed 🤦♂
.....
click...
haaaaa now i am!
The applied changes to the video did not change my fps
Great video!
Thank you
I am having issues with auto generated LODs distances in UE 5.0.3.
The distance calculation looks off and even close to the static mesh I am already at LOD3. Only way I found to fix this is to disable Auto Compute LOD Distances and assign custom screen sizes. It's definitely not ideal. This happens both with newly imported static meshes and also with migrated static meshes from UE4. I did not find similar issues on the net. Is anyone encountered the same problem?
Dude I need LOD to be max so sniper can't spot me in the distance :P
i thought nanite would take care of the lods.
i thought so too, that's actually why i started up again, the thought of creating without worrying about polygons. but it seems that nanite doesn't work with moving parts, like trees that sway in wind... big sad :(
@@WerewolvenGames wow. i thoguht all the static meshes were good to go. is there any other cases where nanite doesnt work?
@@bdenix1997 Yes, it won't work with any translucency, which means for example glass (windows) only static non stransparent, non moving objects.
@@WerewolvenGames Can you please create a tutorial on how to activate the wind swaying in UE5? I know there is a checkbox in the material editor, but nothing visible happened afterwards. So I'm pretty sure, I'm missing something :D
ua-cam.com/video/ZAFCvSX6Gps/v-deo.html
can't edit once its grouped to foliage! And without grouping the mesh looks black -_- hope someone helps me out..!? plz😁
using low poly mesh is always the easiest solution
wait so is LOD 0 the highest detail? i've been thinking the higher LODs are higher detail this entire time oops
yup! it confused me too :)
Yeah same here.
maybe so you can't increase it higher than max, it allows you to make as many downgrades as you want...
@@cida6640 makes sense, I just haven't ever seen anything higher than LOD 6 before and assumed it related to texture resolution so thought it was like 6 = 8k, 5 = 4k 4 = 2k 3 = 1080p, 2 = 720p, 1 = 480p 0 = 240p
U expecting me to do this shit on every one of my foliage meshes?
im gona te you a secret, Everything megascan is shit :) their models are spegetti their UV´s is spaghetti, they are all created in speed tree.Best Optimization you could do is in Maya because the models itself is just Junk
hahahahaha no
@@christopherpearson8637 lmfao fr. easily the largest, most detailed library of assets all completely for free. Megascans also received an epic grant which is no easy feat at all
totally agree
LMAOOOOO pure delusion, the assets are by a long shot the most photorealistic free assets to ever exist, spend a few minutes optimizing each asset and you have a variety of assets with insanely high detail-to-cost ratio.