UE4 Foliage LOD Optimization / From 3 FPS To 70 FPS.

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  • Опубліковано 30 лип 2024
  • UE4 Foliage LOD Optimization / From 3 FPS To 70 FPS.
    In today's video I will talk about LOD's and how to apply those.
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КОМЕНТАРІ • 43

  • @unrealdevop
    @unrealdevop 3 роки тому +6

    Wow great video I was doing something similar to this for some cinematic quality trees but I was just not using the first 3 lod's and instead using 4-6 lol. This is a much better approach, thanks.

  • @jonssu0000
    @jonssu0000 2 роки тому +8

    Thank you so much! I was having a huge problem with my trees and this video helped me fix the problem!!

  • @fosterboy1587
    @fosterboy1587 2 роки тому

    thanks for the video help alot i have been locking for this a while now so thankyou

  • @clemaxboy4816
    @clemaxboy4816 3 роки тому +7

    I was looking for this but could not find any proper, thanks for doing it.

    • @raktimjs
      @raktimjs 2 роки тому +1

      It's helpful, right??

  • @scottlee38
    @scottlee38 3 роки тому +1

    Nice addition!

  • @II-er7gj
    @II-er7gj 3 роки тому +1

    Very nice tutorial!

  • @kameenavery9616
    @kameenavery9616 3 роки тому +1

    Liking the new intro

  • @djsalis
    @djsalis Рік тому

    great video :) thx

  • @dimitrispap4560
    @dimitrispap4560 Рік тому

    Very helpful!

  • @michasarkowski530
    @michasarkowski530 2 роки тому

    LOD, Textures in 2k, good Cull Distance, shadows, stuff from Megascans in middle quality...whatever you need fixing performance, fixed mine from 10-20 FPS to 110 FPS. :) in game is realy needed, thanks for vid. coool tips!

  • @devcorpseinteractive7490
    @devcorpseinteractive7490 Рік тому +1

    Keep in mind he is not using any trees or bushes so once those are in scene the cull distance on grass can be reduced further and instead of using the foliage painter i would use the landscape grass output node in the landscape material for any foliage that will not require any type of collision

  • @jaredhalt4181
    @jaredhalt4181 Рік тому +1

    You can also disable shadows at a certain distance under lods. This if fantastic for bushes and trees.

  • @henrijs1733
    @henrijs1733 Рік тому

    thanks dude

  • @ereaUA
    @ereaUA 5 місяців тому

    You are a savior

  • @markecgazda3880
    @markecgazda3880 2 роки тому +1

    Will try this tutorial tomorrow, I hope it will "cure" my frustration

  • @kondra5591
    @kondra5591 3 роки тому +2

    Cool))

  • @raktimjs
    @raktimjs 2 роки тому +3

    Very Helpful Video For People Like Me, Having A Room Heater PC.

  • @leszczynski3044
    @leszczynski3044 2 роки тому

    I freaking love his logo lol

  • @krankesEtwas
    @krankesEtwas 2 роки тому +2

    Thank for this video :)
    is there a way to edit the LOD's on multiple objects ?

    • @ItsMeBro
      @ItsMeBro  2 роки тому +3

      Sorry dont know it. Also it will not be as good of a result when bulk editing. Every mesh usually needs different values.

  • @DarkTechGames1
    @DarkTechGames1 Рік тому

    Does this still apply with UE5

  • @Restart-Gaming
    @Restart-Gaming 3 роки тому +1

    so will this replace the world comp in unreal in the new engine?

    • @ItsMeBro
      @ItsMeBro  3 роки тому +1

      It's something similar. But not exactly.

    • @kuchukboromdebbarma2117
      @kuchukboromdebbarma2117 3 роки тому +1

      World comp is more like breaking down the world into chunk, but if your chunk has shit ton of detail your fps will drop
      World comp is not anything like LOD. It’s totally different and takes care of the world loaded in rather than the detail of the world

    • @Restart-Gaming
      @Restart-Gaming 3 роки тому +1

      @@kuchukboromdebbarma2117 I am also wondering if my 2012 computer would have something to do with it?

  • @Destroyer19941995
    @Destroyer19941995 Рік тому

    Ah yes the cool distance

  • @AC-cw4sk
    @AC-cw4sk 3 роки тому +2

    first :D

  • @tildo2001
    @tildo2001 2 роки тому

    I dont know how, but I made my scene even heavier xD. Im an optimization noob, my pc is pretty warm now
    Edit: I did it ! yey my gpu was in 80% usage and now its 30% looking the same :0 and since its night landscape a low foliage distance is not a problem :D

  • @ivicaperkovic628
    @ivicaperkovic628 2 роки тому +1

    zenks man

  • @FreakSheepVODS
    @FreakSheepVODS 3 роки тому +3

    Easy fix dont use the folage tool for grass but ad it to the landscape material this is 10x better dont recomend using the folage tool at all for big projects
    And always make sure that the models a made correctly if you have a good modeler you wil already not have this problem

    • @ItsMeBro
      @ItsMeBro  3 роки тому

      Yes. After making this video received a few messages about this. Wasn't actually aware of that method myself. I will look into that and do a video on it. Since I saw a demonstration of what it's capable and yes, it's 10x if not 100x better.

    • @FreakSheepVODS
      @FreakSheepVODS 3 роки тому

      @@ItsMeBro yea its what better for preformance we had the same problems then we dound this option uing folange types in the material and omg its saved us a ton of work and problems

    • @allashama
      @allashama 2 роки тому

      the problem with material, is that you have TO KNOW!!! what you are doing. Working with materials is just a pain, a huge pain right in the ass, in the butt!! and unreal give no real help when you let your mouse on node, you have no explanation lol.
      Materials is for people who like suffering lol

  • @shapeshifterstudios884
    @shapeshifterstudios884 3 роки тому +2

    Clutch upload.

  • @trardac
    @trardac 3 роки тому +2

    Will lod still relevant on ue5?

    • @ItsMeBro
      @ItsMeBro  3 роки тому +2

      Hard to answer this question. We have to wait and see what exactly ue5 brings.
      I assume that it is going to be relevant since games are still using this method.
      It might not be as essential, but it could still be a useful thing.

    • @trardac
      @trardac 3 роки тому +1

      @@ItsMeBro I just found this on the article about ue5: Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps ""or manually author LODs""; and there is no loss in quality.

    • @ItsMeBro
      @ItsMeBro  3 роки тому +1

      @@trardac i hope its true. But I have to see it myself before I can believe. Would not be the first time someone over promises and under delivers.

  • @stackwild1803
    @stackwild1803 2 роки тому

    very "cool" video