Re: Does anyone have the same problem?
for unreal the things like trees and grass make the game slow. i see from game reviews that the games are slow i have a fix in my copy and paste note for unreal 5 game making:
here:
find the amount of texture memory your game uses first.
in the console on the bottom of unreal engine, type this:
r.streaming.poolsize 1
you will see this message: "texture streaming pool over budget" see the number. play the game wander around and write down the largest number on the screen.
now close unreal engine and go to this file;
Program Files\Epic Games\UE_5.1\Engine\Config\Windows
WindowsEngine.ini
PoolSizeVRAMPercentage=70
70 percent this is the default value. if you find the amount of vram your videocard has for me its 8GB, if i take 8GB and find 70 percent of that and add in the largest number over budget i see if i can increase the 70 percent to 80 percent.
if i find 80 percent of my videocard + the streaming pool size is less than the total amount of vram my videocard has i change 70 to 80 save the file and reopen unreal editor and its faster loading the map everything seems faster.
if everything runs good then leave it at 80 but if the game is acting weird now put it back to 70.
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if you get "texture streaming pool" error. make note of how much you need to fix the error it will say in the message.
open output log, type "texturequality" in output log to see the number beside texturequality for me its 3.
in the unreal engine config folder, find this file BaseScalability.ini, open it and find [TextureQuality@3] see the 3 you saw in the output log.
set r.Streaming.PoolSize=1000 higher than 1000, the error message showed how much more, set it a bit more than the error message amount. i set mine to 1500 and its good for me now.
save file close and reopen unreal engine and the "texture streaming pool" error message should go away.
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in unreal engine, when you put in foliage especially trees, you might need to speed up your pc, below i show how i did it.
now for all the foliage i got from BlackAlder and Quixel Bridge,
tweak 1:
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i also open the cyan colored static mesh and search for "uv", and then uncheck all the boxes.:
use full precision UVs
UE4Compatible UVs
Generate Lightmap UVs
Generate Lightmap UVs
i do this for what i get from quixel bridge and blackAlder and Medieval Dungeon,
every cyan colored static mesh i can.
it takes a long time so i do this in a separate project that i can migrate the files from into a working slash project.
tweak2:
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select all icons with the green color strip,
right click,
asset actions,
bulk edit via property matrix, then do these settings below:
custom navigable geometry = no
evaluate world position offset = unchecked
cast shadow = unchecked
save and close the property matrix
tweak3:
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in project settings:
in rendering:
dynamic global illumination method = none
reflection method = none
anti aliasing method = Temporal Anti-Aliasing
frame buffer pixel format = 8bit rgba
tweak 4:
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in quixel bridge:
use low quality from quixel bridge,
heart the ones you download so you can redownload them from favourites instead of searching for them