Optimize LOD & Improve FPS in Unreal Engine 5 UE5

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  • Опубліковано 30 лис 2024

КОМЕНТАРІ • 39

  • @nielslabbert1839
    @nielslabbert1839 2 роки тому +7

    AMAZING VIDEO! This has helped me more than you know. I completely understand how LOD's work. Awesome bro, may you be blessed!

  • @Duskyberry
    @Duskyberry 2 роки тому +3

    Wonderfully explained thank you!

  • @kaichenghan6694
    @kaichenghan6694 Рік тому +1

    Thank you! That's exactly what I wanted!

  • @MargaritaStoynova
    @MargaritaStoynova 3 місяці тому

    Thanks for video, literally been using same trees with foliage spawner and this helped me - also take me ages to "Apply changes" :)

  • @The9PointStar
    @The9PointStar 2 роки тому +1

    Thank you! this was exactly what i was looking for!

  • @nikolistary
    @nikolistary 2 роки тому +18

    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-mu6ni
      @GriboullettaEsperanza-mu6ni Рік тому

      Yes absolutely ! And if you developed video games, you should set LOD to 2 or 3 for lower PC !

    • @RizkyAshary
      @RizkyAshary 9 місяців тому +1

      ​@@GriboullettaEsperanza-mu6nibut some developed not thinking about low spec pc , they just thinking about nice graphic even in low setting lol that's stupid

  • @UNmisterIZE-xz7yx
    @UNmisterIZE-xz7yx Рік тому +1

    Been watching your vids for few months now.. and i just realized im not subscribed 🤦‍♂
    .....
    click...
    haaaaa now i am!

  • @djsalis
    @djsalis Рік тому

    The applied changes to the video did not change my fps

  • @m1stersn1pe42
    @m1stersn1pe42 2 роки тому +1

    Great video!

  • @rifat.ahammed
    @rifat.ahammed Рік тому

    Thank you

  • @NazzarenoGiannelliCG
    @NazzarenoGiannelliCG 2 роки тому

    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?

  • @cebuch.
    @cebuch. 2 роки тому +1

    Dude I need LOD to be max so sniper can't spot me in the distance :P

  • @bdenix1997
    @bdenix1997 2 роки тому +4

    i thought nanite would take care of the lods.

    • @WerewolvenGames
      @WerewolvenGames  2 роки тому +9

      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 :(

    • @bdenix1997
      @bdenix1997 2 роки тому

      @@WerewolvenGames wow. i thoguht all the static meshes were good to go. is there any other cases where nanite doesnt work?

    • @_Lionard
      @_Lionard 2 роки тому +1

      @@bdenix1997 Yes, it won't work with any translucency, which means for example glass (windows) only static non stransparent, non moving objects.

    • @tacticalsapper
      @tacticalsapper 2 роки тому

      @@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

    • @WerewolvenGames
      @WerewolvenGames  2 роки тому

      ua-cam.com/video/ZAFCvSX6Gps/v-deo.html

  • @zolejester2580
    @zolejester2580 2 роки тому

    can't edit once its grouped to foliage! And without grouping the mesh looks black -_- hope someone helps me out..!? plz😁

  • @jacklawrence2221
    @jacklawrence2221 9 місяців тому

    using low poly mesh is always the easiest solution

  • @GoddaryuTUBE
    @GoddaryuTUBE 2 роки тому +1

    wait so is LOD 0 the highest detail? i've been thinking the higher LODs are higher detail this entire time oops

    • @WerewolvenGames
      @WerewolvenGames  2 роки тому

      yup! it confused me too :)

    • @tacticalsapper
      @tacticalsapper 2 роки тому

      Yeah same here.

    • @cida6640
      @cida6640 2 роки тому

      maybe so you can't increase it higher than max, it allows you to make as many downgrades as you want...

    • @GoddaryuTUBE
      @GoddaryuTUBE 2 роки тому

      @@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

  • @prelux8186
    @prelux8186 11 місяців тому

    U expecting me to do this shit on every one of my foliage meshes?

  • @peter486
    @peter486 2 роки тому +2

    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
      @christopherpearson8637 2 роки тому +7

      hahahahaha no

    • @rektproductions1533
      @rektproductions1533 2 роки тому +4

      @@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

    • @kanzarihaithem6496
      @kanzarihaithem6496 2 роки тому

      totally agree

    • @becomeunlimited
      @becomeunlimited 8 місяців тому +1

      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.