A bit more comparative information on the 5.0 through 5.4 Benchmarks in this video. The Packaged 8129x8129 Landscape game in each engine version are: 5.0 = 1.00GB, 5.1 = 983MB, 5.2 = 0.99GB, 5.3 = 1.06GB, 5.4 = 1.18GB. So the Packaged Game files typically gets larger with each Engine Version as well, even though all are the exact same content of only an 8k Landscape. Note: A change from UE5.4 to UE5.5 is that the HLODs now work properly in UE5.5. In UE5.4 I often had times that they would fail to build, or only build 4 meshes, and I would have to use the HLOD Command Line to force a full proper build, which was really annoying to do. This seems to be fixed in UE5.5 So if you are working in UE5.4 still, I strongly recommend going up to UE5.5 if you can.
Thanks for the information! Your videos are invaluable reference. So, by most metrics world partition is getting worse? Load times have 10x since introduction! PIE perf is worse. I guess standalone perf is better which is what really counts in the end. I hope Epic haven't fired the world partition team because this still needs work!
Yes, that is correct. With all of the tests that I have performed on multiple computers from a Quad-Core 16GB GTX1650 up to a 16-Core 128GB RX7800XT up to a Xeon W7 24-Core 512GB RTX-3090, each iteration of the Unreal Engine 5.x usually gets slower when it comes to working with creation and editing, but they have been slightly improving playback render times of published games. I have eight computers here of all levels of hardware for benchmarking and testing. The down side to this is that a more powerful computer is required to create games, since the editor is just getting bloated and slower, the upside is that published games should play better. Epic is supposed to be replacing World Partition in the future with another new terrain system, so we will have yet another mess to contend with. I am guessing it will be a TIN (Triangulated Irregular Network) or Voxel based terrain.
@@demenzunmedia This is the first I've heard of world partition potentially being phased out. It's only just been introduced! I waited for world partition to be ready to make my game since I knew world composition was being depreciated. Honestly, at this point I'm beginning to doubt my selection of Unreal Engine to work in. You spend days learning new features only for them to be unfinished or abandoned and then replaced with something new. It's like perpetually being on a hamster wheel trying to keep up when all I want to do is just make a game. Sorry for the rant! Epic frustrate me to no end.
@@michaelasquith4433 - Epic announced the new terrain system on their "Forward Looking" section on their Public Roadmap. Do a search for Unreal Engine Public Roadmap, it is the productboard link, then click on the Forward Looking section, and scroll down to "Next Generation Terrain Solution". My guess is probably Unreal Engine 6.x before we see it. They are planning on moving away from Heightmap-Based terrain, my guess is to TIN or Voxel. TINs have been used in video games for years, most flight simulators and a lot of driving games use TIN terrains. I have a complete series on TINs on the channel here, you can use TINs in UE5 now, and I have made up to 64km x 64km TIN terrains that greatly out-perform World Partition. I'll post a link to the Roadmap in the next comment, just in case YT deletes it.
@@michaelasquith4433 - I also agree that Epic is frustrating, they deprecate sections of the engine before they even get them mature. We have had Landscape, World Composition, World Partition, and now the next terrain system that is coming. Enough is enough. And World Partition is also in many ways more limited than World Composition. I have created terrain worlds up to 260km x 260km in World Composition on my workstation, but World Partition is limited to 16km x 16km because Epic sadly limited the Edit Layer system to a single DXT Texture which max'es out at 16384x16384. Really bad design. To give a comparison, the TerreSculptor software that I develop, I designed its internal engine to support up to 2 Billion x 2 Billion meters for terrain size (an 18 Exabyte heightmap). Some developers are just too short sighted and have no clue what their audience wants or needs.
A bit more comparative information on the 5.0 through 5.4 Benchmarks in this video.
The Packaged 8129x8129 Landscape game in each engine version are: 5.0 = 1.00GB, 5.1 = 983MB, 5.2 = 0.99GB, 5.3 = 1.06GB, 5.4 = 1.18GB.
So the Packaged Game files typically gets larger with each Engine Version as well, even though all are the exact same content of only an 8k Landscape.
Note: A change from UE5.4 to UE5.5 is that the HLODs now work properly in UE5.5.
In UE5.4 I often had times that they would fail to build, or only build 4 meshes, and I would have to use the HLOD Command Line to force a full proper build, which was really annoying to do.
This seems to be fixed in UE5.5 So if you are working in UE5.4 still, I strongly recommend going up to UE5.5 if you can.
From 56 seconds to 11 minutes and 13 second is DIABOLICAL
Thanks for the information! Your videos are invaluable reference. So, by most metrics world partition is getting worse? Load times have 10x since introduction! PIE perf is worse. I guess standalone perf is better which is what really counts in the end. I hope Epic haven't fired the world partition team because this still needs work!
Yes, that is correct. With all of the tests that I have performed on multiple computers from a Quad-Core 16GB GTX1650 up to a 16-Core 128GB RX7800XT up to a Xeon W7 24-Core 512GB RTX-3090, each iteration of the Unreal Engine 5.x usually gets slower when it comes to working with creation and editing, but they have been slightly improving playback render times of published games. I have eight computers here of all levels of hardware for benchmarking and testing. The down side to this is that a more powerful computer is required to create games, since the editor is just getting bloated and slower, the upside is that published games should play better.
Epic is supposed to be replacing World Partition in the future with another new terrain system, so we will have yet another mess to contend with. I am guessing it will be a TIN (Triangulated Irregular Network) or Voxel based terrain.
@@demenzunmedia This is the first I've heard of world partition potentially being phased out. It's only just been introduced! I waited for world partition to be ready to make my game since I knew world composition was being depreciated. Honestly, at this point I'm beginning to doubt my selection of Unreal Engine to work in. You spend days learning new features only for them to be unfinished or abandoned and then replaced with something new. It's like perpetually being on a hamster wheel trying to keep up when all I want to do is just make a game. Sorry for the rant! Epic frustrate me to no end.
@@michaelasquith4433 - Epic announced the new terrain system on their "Forward Looking" section on their Public Roadmap. Do a search for Unreal Engine Public Roadmap, it is the productboard link, then click on the Forward Looking section, and scroll down to "Next Generation Terrain Solution". My guess is probably Unreal Engine 6.x before we see it. They are planning on moving away from Heightmap-Based terrain, my guess is to TIN or Voxel. TINs have been used in video games for years, most flight simulators and a lot of driving games use TIN terrains. I have a complete series on TINs on the channel here, you can use TINs in UE5 now, and I have made up to 64km x 64km TIN terrains that greatly out-perform World Partition. I'll post a link to the Roadmap in the next comment, just in case YT deletes it.
@@michaelasquith4433 - Link: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1242-next-generation-terrain-solution
@@michaelasquith4433 - I also agree that Epic is frustrating, they deprecate sections of the engine before they even get them mature. We have had Landscape, World Composition, World Partition, and now the next terrain system that is coming. Enough is enough. And World Partition is also in many ways more limited than World Composition. I have created terrain worlds up to 260km x 260km in World Composition on my workstation, but World Partition is limited to 16km x 16km because Epic sadly limited the Edit Layer system to a single DXT Texture which max'es out at 16384x16384. Really bad design. To give a comparison, the TerreSculptor software that I develop, I designed its internal engine to support up to 2 Billion x 2 Billion meters for terrain size (an 18 Exabyte heightmap). Some developers are just too short sighted and have no clue what their audience wants or needs.
Great Video: very usefull! Thanks
Good test!👍
Good test!