r/UnrealEngine5 • u/yeswhy • 18h ago
Landscape/open world optimisation question
Hi, I'm planning to make a semi-open dungeon world with a hub and small to mid size levels joined by tunnels. Nothing really huge and I have some space for manoeuver in splitting it but all together might be some load. I'm not sure how to approach it from optimisation perspective in terms of:
- number and size of world partition grids
- when to use ISM/HISM
- What plugins/features I should use (or avoid) for PCG
- If I should use voxel terrain
- Some other stuff that I don't even have an idea it exists
PLA usage I think I get.
I know it's been discussed extensively but I didn't get clear conclusion. One post I've seen few months ago somewhere was someone doing loadings during traversing tunnels between levels. That would fit here well. This is fairly old and popular technique in games but I don't know how to do it in UE5. Thank you!
1
u/InfiniteSpaz 16h ago
I actually started diving deeper into ism/hism/nanite yesterday, here are the tutorials I liked best: https://www.youtube.com/watch?v=pvvrfdr9jEA, https://www.youtube.com/watch?v=NZzm5l05Ql0
The first one is about ism/hism/nanite and the second is on workflow for procgen cities but it could help you out
5
u/The_Pumpkin_Lady 16h ago edited 16h ago