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This problem is directly related to the e_ProcVegetationMaxSectorsInCache system variable, which must be set in either the game.cfg or the system<platform>.cfg file. Just add a line like this:
e_ProcVegetationMaxSectorsInCache=64
This setting requires an editor restart, which is why changing the value in the editor doesn't show any change.
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Hey @REDACTEDUSER
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That could help with the draw distance popping you are seeing. Let us know if adjusting these settings has any desired effects.
These settings don't seem to have any affect on the popping that I'm seeing. As I said, I've tried every variable I could find that seemed to pertain to LOD on the vegetation, terrain mesh, and the textures themselves.
Left: placed via Terrain Layers. Right: placed by painting.
Thanks!
Thank you. I have been able to replicate on multiple machines, and others have been able to replicate as well. It seems as if the veg. that is spawned on terrain layers is affected by a different LOD mechanism than typically painted/distributed vegetation. It seems to me as if it is related to the terrain mesh LOD, however unaffected by the cvars that change the way terrain LOD is calculated. I have spent quite a bit of time trying to narrow down the lines of code responsible for the distribution via terrain layers that might vary from the standard mass distribution method, but have come up short so far.
Thanks for the video. Can you give me some insight on how you created the vegetation layers? This info might help our techs.
Curious to see if there is a possible workaround for this issue. Maybe I'm missing a tool or method here. I'd like to randomly and consistently disperse groups of vegetation over only a portion of a terrain, with more than one group of vegetation types.
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Ok, after some further digging through the code, it appears as if this issue is related to the cached sectors that the procedural objects are using. It seems that the cvar e_ProcVegetationMaxSectorsInCache can't be changed, which doesn't allow for any more sectors to be allocated. FYI there is a debug mode for the procedural vegetation e_ProcVegetation = 2:
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EDIT: Changing this cvar requires a restart, so it must be set in either the game.cfg or the system*.cfg. SOLVED!
Hi all, I have some new info from one of our engineers: I made some improvements a few months back to how merged mesh vegetation LOD'd out over distance. The defaults are still quite aggressive, but can be changed with cvar. Check out e_MergedMeshesLodRatio and e_MergedMeshesViewDistRatio to control total distance that merged mesh vegetation renders and where the quality starts to drop off. Also e_MergedMeshesInstanceDistShadows controls how far away to render shadows on merged mesh vegetation. User should be able to make things much better by tweaking some values, at least in the latest version of LY.
Hope this helps!
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