Ue4 foliage performance. The real killer with dense foliage scenes is shadow depths.
Ue4 foliage performance A more experienced person can get very high precision of what Resolution Scale Unreal Engine can render a scene in lower resolution and scale the image up to the target resolution. Jan 5, 2023 · In my game BasePassParalle takes between 7 to 22 ms to build a frame. The ambitious part is that my landscape is 8kmx8km. 1-3, and now on 5. The foliage is not casting any shadows except my trees. 3, and I’m using a lot of foliage (grass, bushes, trees). ini for UE4 which can help improve Stutter, Pop-In and Brightness issues. here’s a comparison Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage on filter-enabled Actors and geometry. 4 Beginner Tutorial - UE5 Starter Course 2024 #unrealengine5 #megascans #cgi How I Built an Open World Survival Island with Procedural Tools in Unreal Engine 5 Apr 28, 2024 · Foliage needs to be put into the foliage actor stuff, because its internal code - used to, you should verify this to still be the case - partitions instances and HLOD gropus for game performance, unlike HISM or other instanced options. Maybe that will help with the Unreal Engine too…? Use the foliage tool to place plants, rocks, grasses and other repetitive static meshes and props. I have a bunch of trees placed as foliage and I would like to be able to control the LOD distance scale via a console command so that I can scale it differently based on graphics quality settings (high, medium, low). For example I’ve worked on some Game Maps where the Foliage Actors (including trees) were costing as much as 50-80 Frames Per Second, even with Lighting Built. Feb 27, 2021 · UE4 Foliage LOD Optimization / From 3 FPS To 70 FPS. I’m working on a project with large landscape. If you like the videos please let me know. 👉 Explore the process of adding foliage to your Unreal Engine project in this detailed tutorial on Unreal Engine Optimize Foliage. Properly optimized LODs will help with performance. I'd recommend maybe looking at some of the sample projects on the Marketplace to see Apr 30, 2022 · Hi there. As far as I know the foliage tool uses hierarchical instanced meshes for a better performance. 0:00 – Introduction2:44 – Reducing High Poly Mesh6:14 – World Po Jun 3, 2025 · A stunning tech demo with CD PROJEKT RED, the latest on Unreal Engine 5. When Let's Build the RPG! - 10 - How to Improve Foliage Performance in Unreal Engine 5 Learn About Post-Process Effects in Unreal Engine | Webinar ChatGPT in a robot does exactly what experts warned Jun 25, 2023 · I heard it’s not recommended to use nanite on foliage? Is this still true? Can anyone tell me what’s going on with my tree? This is what happens to some trees (not all) when I enable nanite. Dead Broom Brush asset from Quixel. Helping you weed out bugs and possible optimisations across your projects entire content library. Oct 27, 2023 · I spent DAYS trying out every method and technique I could find on Foliage in Unreal Engine 5. ini configuration file. May 19, 2025 · Hello everyone, I would like to ask some help, orientation when working with foliage and lumen, but before let me share what i’m using: Raytraced Ambient Occlusion Raytraced shadows Lumen Reflections (surface cache) Lumen Global Ilumination Raytraced Translucency I recently start working with foliage in my project, however i started facing some hard time working with dense foliages and trees Jan 10, 2025 · A trick that my friend vfxander showed me, I'm just iterating upon it to improve some of the issues I've had. You can probably fiddle with the settings to keep the foliage static while disabling any light baking for it. I have used the foliage editor to paint down the trees and I am using movable lights as the static and stationary lights do not produce the shadows correctly. Using this mode, it is possible to populate a large outdoor environment with foliage in a short amount of time. But when I place the trees manually as individual static mesh actors the performance is much better compared to the foliage tool. However, I think the only weakness of UE4’s rendering comparing to CryEngine is poor dynamic light & shadow performance. May 25, 2015 · Hello, I’m trying out the new Procedural Foliage Spawner in the 4. 0EA, Preview, 5. But, in any event, you can use the console command foliage. If your final LOD is 1000 polys, you can Dec 18, 2020 · When ray tracing is turned on in ue4. At the moment I have a simple setup with trees and some grass: Once I try to enable nanite on the tree and grass meshes though, my performance absolutely plummets, which is Jun 29, 2023 · Hi everyone, Me and my team facing issues with the world partition system: We struggle to find a way to reduce the performance hit when a grid cell is loaded/unloaded (Gabage coll). Red is meh if it’s Dec 29, 2022 · RTX 3080, 32 RAM, and Ryzen 5900. UE5 Relies Heavily on Multi-Frame Processing Many UE5 systems — especially TSR (Temporal Super Resolution) and Lumen — work by referencing multiple past frames. Nanite Foliage is a set of integral systems using Nanite’s virtualized geometry rendering to achieve dense, highly-detailed foliage at scale. If not, can anyone point me in a direction Performance , question , UE4 , Foliage , unreal-engine , draw-calls 0 350 June 14, 2021 Landscape Draw call issues Rendering question , Landscape , Rendering , unreal-engine , draw-calls , performance-issues 0 525 March 8, 2021 Draw time value is too high Rendering question , editor , Rendering , unreal-engine , draw , draw-calls 0 912 February Jun 27, 2018 · This game ready asset provides you with all the grass foliage you need, as well a multi-layered Landscape Material. ) so every instance must be optimized. Lets say I have 1000 trees in my scene painted with the foliage painter. The technique described in this article can be freely tested in January as Nils’s Interactive Open World Foliage will be among UE sponsored content of the month. There is a minor cost for the up-sampling pass, but usually, it is worth the effort. using foliage has been a problem amongst some indies for a bit. . It’s from the megascans hornbeam pack and came nanite enabled. I noticed there is a “Instanced Static Mesh” in the blueprint editor, could I use this to create the tree’s and Unreal Engine 5. I just have a hard time figuring out how people do grass over long landscapes and still get good performance. I can not figure out what exaclty is causing the bad performance. But when you select a Static Mesh from UE4 Increase Foliage Performance (Early Z-Pass) Steve's Tutorials 14. 8 Preview 3 so far it’s great (except for some missing features like placement mask textures), and even the performance is great… until I enable collision. The most basic example I can give would be a landscape with grass and bushes in a game that has a base-building system. 6 brings a lot of incredible performance improvements to the engine. Nanite foliage makes use of old and new techniques to render open worlds with large open vistas at higher quality at a fraction of the original frame costs, with instancing, skinned meshes, voxelization, animation, and material characteristics. Nov 12, 2025 · Epic Games released the next version of Unreal Engine 5, Unreal Engine 5. more Jul 16, 2025 · The release of Unreal Engine 5. My directional light is set to movable because I’m planning to add a day/night cycle. Utilizing Unreal Engine 5's Nanite technology, it delivers highly detailed foliage with optimized performance for a wide range of projects, from games to architectural visualizations. That’s just with the Quinn mannequin. Foliage uses either Static Mesh Instances or Actors. With its advanced tools and features, Unreal Engine 5 offers a robust platform for artists to craft detailed and dynamic natural landscapes. While it works quite well, it gets a bit complicated. Apr 30, 2022 · I’ve been searching around the forums but i’ve not found too much information about this. so I'm making a video hitting ways to fix foliage in ue4. First step is taking your tree foliage assets, and turning Shadow Cache Invalidation Rigid or Static (only for UE 5. 0, but not 5. This can make a massive reduction to poly count. Making good looking foliage for games is one thing, designing them for the best performance another. In this alternative release notes I have filtered the list down to the most interesting optimizations and performance related I've used UE4 for a long time but recently got into UE5. You have to select the right assets and right brush and its a fairly manual process. I’d like to ask: What are the best practices to reduce foliage rendering cost? Should I be using Hierarchical Instanced Static Meshes (HISM) or Nanite foliage, or both May 11, 2015 · Have there been any performance updates on foliage lately? I’ve been trying to make a scene with foliage, and I need to either set my settings down to ridiculous low settings and/or foliage density to such a low number that you would need to run a few meter to touch each grass mesh… Even with just a very tiny amount of foliage meshes in a brand new map yanks up the gpu m/s with 8-10 more m Dec 13, 2022 · Hi all! I’m in the first parts of QA for my demo game right now. If this is not a bug and there’s no way around the performance hit, SabreDartStudios has a nice solution for it; Disabling the shadows on moving foliage, and generating static imposters responsible only for the shadows: Jan 16, 2023 · The difference between a static mesh and a static mesh foliage is that the latter is optimized for use as foliage, such as grass or bushes. This reduces the number of draw calls significantly. You can add as many meshes as you want with it and not have to worry about optimization or further fps loss on any hardware that supports nanite. As 2D User interfaces usually cost less performance and suffer more from lower resolution, Unreal Engine does not apply this technique to UI. MembersOnline The general wisdom is not to use baked lighting for most foliage. I thought there was a way to prevent the game from freezing while a cell is being loaded. And if yo Feb 19, 2020 · Hi, I’m trying to learn to create stuff in unreal. VSMs basically never cache because of world position offset (for the wind effects). 22 introduced auto instancing. Now, with thousands of foliage objects, Unreal dropps me to extremely low FPS, even in Unlit Mode. Aug 30, 2024 · A simple guide that utilises tweaks that we can add to the Engine. I need lightmaps because of their superior quality but if you want a forest for example, you need a lot of vegetation and for every plant you place there is at least one draw call (depending on your material even more) added because there is no batching if you place them without the Feb 25, 2024 · Hello, Does anyone have any tips/advice for dealing with scenes that have a lot of trees in them? To be more clear, I’m using Hierarchal Instanced Meshes, and a moderate cull distance for them that works, but the problem is, if the player comes to a flat or high area, where they can see out into the distance, the “RENDERING BUBBLE” bounds can be seen, and the rest of the world seems Aug 30, 2018 · UE4 Foliage Collection Bending & Performance Project Nature 1. Unfortunately we can Dec 25, 2014 · What settings are you all commonly using to achieve massive thick foliage? Are you streaming smaller terrains to help achieve this effect? Any and all help would be greatful! Also Any advise with using in UE4 would be helpful also. I’ve Sep 5, 2023 · With that. I have an RTX 3080 so if it performs that way for me than no one will be able to play these games. I usually run this first, to reduce the overall number of issues in the project before diving into level-specific problems with my second tool. In today's video I will talk about LOD's and how to apply those. I start from the basics for the beginners, but also for ex-Unity devs. Oct 8, 2019 · Actor foliage performance Development World Creation question, Performance, Landscape, Foliage, unreal-engine LordStuff (LordStuff) October 8, 2019, 1:03pm 1 Let's Build the RPG! - 10 - How to Improve Foliage Performance in Unreal Engine 5 How I Built an Open World Survival Island with Procedural Tools in Unreal Engine 5 May 22, 2025 · Hi everyone! I’m currently working on an open-world project using Unreal Engine 5, and it includes a lot of trees, bushes, and foliage assets. Oct 28, 2018 · In this trailer I would like to present the open world foliage asset I created for the Unreal Marketplace. That is a serious performance In this Unreal Engine tutorial, I'll show you how one simple console command can drastically improve the performance of Virtual Shadow Maps in foliage-heavy landscapes. It was thanks to a series from Jonas Molgaard. I haven’t tried with static lighting, because I NEED dynamic lighting for a day/night cycle. What You Should Know TSR needs stable FPS to avoid ghosting and blurring. Is there a difference in performance between using the procedural foliage tool vice generating the same foliage using PCG? If not, is it just user preference? If you use both, which do you prefer? Do you use them in tandom? Please feel free to share your viewpoints and discuss. However, when I build the scene, the performance drops quite a bit — especially when Nanite and Lumen are enabled. (please don’t reply “you should use the foliage system”) thank you Max Jan 28, 2023 · A quick summary up front: If you are running through this tutorial: and have downloaded the Open World Demo Collection from the Epic Marketplace, first note it’s been updated to 5. Welcome to the release post of our new dynamic optimized grass asset for the Unreal Engine! In the following parts the important parts like animation or optimization methods will be displayed and explained. They can feel free to turn on all foliage dynamic shadows without suffering a large performance hit in CryEngine. 1 I decided to try foliage out; and even with nanite behind itit's still not performant enough for my liking. Learn how to customize and place various foliage assets, adjust density, and enable wind effects to create realistic and immersive environments. I’ve messed around with the settings on the instanced static mesh foliage, to no avail too. Aug 30, 2017 · Hey, To cut it short: How do I make my trees (using Procedural Foliage tool) unload at a set distance? Back when I was using the foliage paint tool I was able to determine at what distance trees would load in and out of my level. Eg. UE4 is less ‘strict’ than CryEngine, the latter of which has been catered to foliage-heavy, small-environment FPS games for years upon years. Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage on filter-enabled Actors and geometry. My FPS is below 10 when I look at the trees… unplayable ☹ How can I fix this issue? Video attached, only running an average of 9 - 15 FPS. I’m creating a scene using PCG with the same type of trees that was used in the ElectricDream demo from Epic and I’m having a lot of overdraw. I’m starting to notice major FPS drops in areas with dense vegetation. my setup: my landscape is 6x6km and I’m standing on one edge. That doesn Jan 2, 2022 · Hi all, in your experience is there any difference in using instances over foliages in rendering performances? I’m asking because I plan to make the scattering in other softwares and import it in UE ad instances. so I’ve got the static mesh foliage instances in the menu, I brush them in, they seem fine. Any ideas of what could be happeneing? The scene I am The real killer with dense foliage scenes is shadow depths. Jul 24, 2014 · In the current version of UE4 you can’t use static lightning with vegetation placed by the foliage tool. 09K subscribers Subscribed Jan 10, 2021 · r. You will need to profile your scene to see where those milliseconds are being spent. So, changing it will fix the grass render May 27, 2022 · DevelopmentWorld Creation question, Landscape, landscape-painting, unreal-engine, UE5-0 disseminate (Kyle Windsor) May 27, 2022, 5:49am 1 Feb 17, 2016 · Hi! I figured whenever I created a Dynamic Material Instance, a new material was made with a number at the end, eg : MaterialInstanceDynamic_345 , and it keeps increasing as I called it from my blueprint. From a distance a lot of assets could do with a material that has a simple color to resemble the true albedo. I can leave them in if I am just rendering still images or animations, but anything with realtime rendering like VR, they make the scene unusable Oct 30, 2016 · Well I’m not sure about the Unreal Engine and foliage but CryTek found performance increases when they started to group several meshes together to make one mesh when developing The Climb with the CryEngine. Setting the foliage to Moveable is however the most direct way to do this. Jun 13, 2018 · Nils Arenz talked about his vegetation studies and explained how to produce highly realistic and diverse grass with UE4. But the most annyoing problem is how obvious the Jun 24, 2015 · People always say CryEngine can achieve better results than UE4 when rendering open-world scenes. Is it safe to use the old settings, or are new ones going Optimal performance question - sample grass layers, or foliage type? I'm currently using material layer based sample grass across my landscape and while the result is pretty good, it feels less flexible than using grass as a foliage type and painting it on. Apr 25, 2025 · A project-wise, content-focused tool that takes a more holistic view of your Unreal Engine 5 project. I am mostly making custom trees. My Dec 17, 2018 · Nils Arenz continues his vegetation studies in UE4 and speaks about creating dense grass for next-generation video games with minimal loss of performance. This video demos how tracing and the profiler works, and then applies th Oct 18, 2023 · Hello everyone, I have a question about the performance of nanite foliage, to be more precise about the overdraw. Does anyone have experience or tips on how to optimize foliage-heavy scenes effectively while still keeping good visual quality? Would Basically title. In this video I go over how to optimise your unreal engine projects👉 Join 1,200+ students and get full access to all my Unreal Engine courses today: https:/ Nov 15, 2025 · Painting foliage in Unreal Engine 5 is an essential skill for creating immersive and realistic environments in game development and virtual simulations. The number of foliage instances can easily grow to thousands for a very simple forest (grass, trees, flowers, etc. May 19, 2025 · Hello everyone, I would like to ask some help, orientation when working with foliage and lumen, but before let me share what i’m using: Raytraced Ambient Occlusion Raytraced shadows Lumen Reflections (surface cache) Lumen Global Ilumination Raytraced Translucency I recently start working with foliage in my project, however i started facing some hard time working with dense foliages and trees Think of the foliage system as a way to tell the editor where to place assets, at game runtime is the performance of those assets that matters, not whether or not they were placed by hand or with the Foliage system. It replaces the foliage tool in Unreal Engine, giving you better control over placement, optimization, and customization and ensures thorough interaction with the environment. Is anyone of you is facing the same issue? Today the system is not usable as we are dealing with 2/3 sec of freezing while Hello, I'm looking for a way to "destroy" (or just hide) specific Foliage instances during runtime in Unreal Engine. May 22, 2025 · Hi everyone! I’m currently working on an open-world project using Unreal Engine 5, and it includes a lot of trees, bushes, and foliage assets. Set your lowest detail LOD as billboard/2D plane, with a render of the plant/tree applied to it. 3 and newer). For example if I were to paint meshes on a landscape: 1000 static mesh foliage, containing one single grass strand vs 10 static mesh foliage, containing 100 grass strands each (10x100=1000) Would this make any difference or is this type of optimization not required for instanced foliage? Thanks! May 15, 2025 · 1 796 April 30, 2022 The foliage cull distance doesn't appear to do anything World Creation question , Foliage , unreal-engine , distance-fields , culling-distance , cull-distance 5 2439 November 5, 2021 My local fog disappear in small distance Rendering question , unreal-engine , Fog , culling-distance , cull-distance 0 930 October 29, 2021 Aug 3, 2020 · Hi UE hivemind, please help: I’m using the Foliage tool to place some quixel assets on a map and its absolutely crushing my fps. What is that BasePass and what can I do with it to increase FPS of the game? How to have 30K Interactable Actor Foliage with no Performance Cost! | An update to my previous tutorial, this time even more performance-friendly and straightforward. I have a chair in for reference, just paint a number of them in. Nov 25, 2016 · My question is; is there any performance magic going on under the hood of the foliage system so 5000 trees inside the foliage system is performing better then 5000 instances of the same tree as static mesh in the scene? Or is the foliage system just a convenient way of placing the static meshes with paint tools? Feb 10, 2023 · The first port of call would probably be to optimize the foliage, so it didn’t matter. Landscape also has LOD setup. Scenes are not really big Dec 10, 2016 · I am working on a survival game, and I’ve been using foliage to place trees, and when a player tries to chop it, it replaces the foliage tree with a blueprint tree. Foliage Foliage mode is just using like a paint brush for foliage. Jun 21, 2023 · VSM with Nanite Foliage (WPO) Development Rendering question, Performance, Nanite, Shadows, unreal-engine Warner_V (Warner) February 22, 2023, 2:54pm 1 Oct 6, 2021 · Showing how to Use Fix and Optimize your foliage in unreal. 3) and there is a big different of overdraw between them In Unreal Engine, it uses Virtual Shadow Maps as the shadow maps method. Let’s say I create a dynamic material instance each time I clicked a mouse button, does it overwrite the old one? or is it still stored somewhere? Is there something I should be aware when Resolution Scale Unreal Engine 4 can render a scene in lower resolution and scale the image up to the target resolution. I have check with the demo level from the collection in both engine (5. It stands to reason they might have a good foliage rendering technique. You need a system to replace instances similar to what I built DynoFoliage: UE4 Interactive Foliage The challange you’ll have is having to save/reload the state of the edits you make to the foliage collection. In this video, I describe methods to make Trees & Foliage more performant in Unreal Engine 5. Entirely Geometry & PerformanceUnlike traditional methods that rely on masked 2D textures, May 13, 2023 · Hello everyone, I have been researching about Nanite and the possible benefits that come with enabling it on your project regarding performance, but I can not seem to see those benefits when applying it to my game project. I was wondering if there is an easier way of doing this. For performance that’s a death sentence. 🔥BECOME A PATRON - for exclusive content and credit on new videosmore Nanite can have an initial hit on performance but its power comes in scalability. Basically, there’s a collision sphere that moves with the player and whenever the foliage is overlapped by the sphere, it is replaced with a Mar 1, 2025 · 📹 BOOST Foliage Performance In Unreal Engine When foliage causes massive drops in your frames per second this is the fix. In little more expanded scenes it is around 15-30 FPS like on screenshots. other tan that I have one tree type. Im using 4 tree meshes, whoch ive optimized as much as I believe is possible, but over the last year, ive had this problem with any foliage I’ve ever tried to use. As 2D User interfaces usually costs less performance and suffers more from lower resolution, Unreal Engine 4 does not apply this technique to UI. If your framerate dips (even from CPU spikes), TSR may pull data Jun 5, 2022 · Tree leaves shadows kill performance Development World Creation question, Landscape, Foliage, unreal-engine, UE5-0 benjaminko18 (benjaminko18) June 5, 2022, 3:13pm 1 Jun 5, 2022 · Tree leaves shadows kill performance Development World Creation question, Landscape, Foliage, unreal-engine, UE5-0 benjaminko18 (benjaminko18) June 5, 2022, 3:13pm 1 May 8, 2014 · As the title says, I would like to hide the foliage, as it impacts the performance in the editor in a quite big way. I recently noticed a strange behaviour that I don’t fully understand. ini settings I had got wiped with the new UE4. I haven't been able to find much about this. For instance, if you have a stree. Supposedly, this is due to the transparency that foliage tends to use for their textures. Any ideas? Tower of Fantasy is an multi-platform MMORPG game developed by Hotta Studio! Moderation for this subreddit is being handled by dedicated members of the community, who are not officially affiliated with Tencent. anonymous_user_923c79df (anonymous_user_923c79df) December 25, 2014, 10:15am 2 -use low poly meshes -> e. It’s a little smaller than the default May 15, 2025 · Hi everyone, I’m currently working on a large open-world environment in Unreal Engine 5. 4. And cover a Jul 17, 2017 · Replaces a Foliage Instance with a Blueprint that you can interact with Performance friendly, only interacts with selected foliage instance Works with Foliage Placement tool & Procedural foliage volumes Supports respawning foliage instances Jun 2, 2024 · Any tips for creating a large world with dense foliage? I struggle with nanite overdraw, and dont know if I should combine nanite foliage with hlod to get a better performance… any tips for optimising dense nanite foliage in a large world would be very welcome! Oct 28, 2014 · Scene / Foliage Optimization tips Development World Creation Foliage, unreal-engine Loxli (Loxli) October 28, 2014, 2:26pm 1 Apr 25, 2019 · Hello everyone. However I cannot seem to get past 60-70 fps. 000km Aug 5, 2022 · Development World Creation question, Foliage, unreal-engine, UE5-0 ORTyOW (ORTyOW) August 5, 2022, 6:14pm 1 May 7, 2024 · Foliage performance is very bad, any tips? Development Rendering question, unreal-engine KEV6172 (KEV6172) May 7, 2024, 11:21pm 1 Mar 28, 2025 · Nanite Foliage – High-Performance Realistic Grass 🎬OVERVIEW VIDEO🎮DEMO📚DOCUMENTATION🌐WEBSITE💬DISCORDThis asset pack delivers high-quality grass built to balance stunning visuals with performance in mind. OneFrameThreadLag increases input lag, but boost fps (1) Jan 17, 2017 · Until UE4 has dynamic GI we can’t make an objective desicion as to which looks better without baked. StaticMeshLODDistanceScale that works with foliage? I have tested it out and it does not work for foliage. Jul 10, 2025 · Foliage Tools will let you create dense forests and landscapes with high-end graphics and performance. Performance drops to a horrible state or even causes the GPU to crash. May 23, 2020 · I've noticed this new Bake to Foliage feature and wanted to talk about performance implications of different baking types especially since UE4. Nov 24, 2015 · Hi Anilarion, There are several How-to’s for creating Collision assets for your meshes here: Collision Tutorials in Unreal Engine | Unreal Engine 5. I have tried doing custom lods but nothing was really satisfactory. In this guide I discuss anything foliage-related, from the basics to performance optimizations, to weird tricks and fixes. FinishCurrentFrame improve latency, but slow down overall performance (1), switch off can improve fps (0) r. I’ve also disabled all dynamic shaddow settings from the foliage. I know this Oct 13, 2020 · Foliage, unreal-engine anonymous_user_b537cab31 (anonymous_user_b537cab3) October 13, 2020, 2:39pm 1 [No idea in what category this belongs, so i’m posting it here] I am working on a simple scene that is quite ambitious, with that I mean that my scene only has some foliage and rocks. I am using Stylescape for my assets and auto material on the landscape. I already posted a question on Epic's AnswerHub. BECOME A PATRON – for exclusive content and … Foliage clusters actors together and culls them at a specified distance so it's a great way to get instant performance benefits. A lot of information about the creation process are discriped in an Oct 3, 2016 · Hi all, was looking into VR performance tips for foliage and I learned about the DitherTemporalAA node which Epic recommends for translucency. It's a resource-hungry system & landscape grass rendering doesn't work with it. It isn’t even a big area. How do I make the trees in the far distance disappear? I’ve got a map at the size of 32. Here I present the latest stress test of my vegetations assets on a open world landscape. My question is; with nanite, wouldn't it be better for performance to model the leaves and even the grass? To cut out the need for Aug 26, 2023 · I have a question regarding optimization of instanced static mesh foliage. Let's dive into how you can make your leafy environments run smoothly. 0. Not super extravagant, though LOD 0 has 290 vertices. Feb 11, 2019 · Hi Unreal Community, A big problem I have run into working on Open World Landscapes and games that feature Trees or Foliage - is the massively bad effect those Trees and Foliage may have on Frame Rate. 2 and 5. And my laptop can’t handle 300+ trees onscren at all times. It looks gorgeous and I’m very proud of it, and on my machine (Ryzen 7 3700X, 3080Ti) it runs smoothly and on the tutorial map is easily around 50-60fps, and then on the foliage heavy tropical island map, it’s hovering around 30-38fps. So are there any performance issues when painting grass rather than using a sample layer? Dec 28, 2020 · Hello guys! I am facing with the performance problem in every scene I build in UE and I can not resolve it. You pick where things go via a brush. Green is good, blue is bad. I built everything in UE 5. We review the main points and discus their impacts. So far Ray Traced shadows for foliage can be worked-around by using the Evaluate World Position Offset on the foliage actors but what about procedural foliage? I made a procedural landscape material that uses a lot of meshes to populate the landscape but ive not found a way to make the ray traced Jul 8, 2017 · Hi all, I am using the trees / foliage from the open world demo that Epic provide. One of the biggest performance pitfalls with animated grass is virtual shadow maps cache invalidations when using Virtual Shadow Maps, for example. Jul 17, 2017 · Is there an equivalent to r. All shader complexity is green. I also believe they have different settings for LODs. DensityScale There are many others, also for foliage. I hope you like it! You can find the product under Nanite Foliage V2 is a premium asset pack featuring ultra-realistic, game-ready vegetation. here’s a comparison Mar 15, 2018 · Has anyone had any luck using foliage (bushes or trees) in scenes and maintaining a higher FPS? Every time I have tried to use trees or plants, specifically from Speedtree, they cause my FPS to drop so much that I just have to end up deleting them. Jan 10, 2025 · A trick that my friend vfxander showed me, I'm just iterating upon it to improve some of the issues I've had. 26 update. I'm personally terrible at 'paint brush' type things. Mar 6, 2023 · Add the fact that nanite foliage keeps their shadows even if culled, you have horrible foliage performance. 3 and Nanite/Lumen Oct 25, 2024 · Notes on foliage in Unreal 5 How to deal with performance and common issues Nanite Documentation … Nov 30, 2021 · Hello, I’ve discovered an issue which is causing the Instanced Foliage Actor (maybe also some other actors that are based on instancing but I haven’t verified it, instanced foliage is 100% sure to be causing this) to heavily affect the performance (mainly on GPU) when toggling visibility of ordinary static meshes (probably for those that are in close proximity to this foliage). Plus, I'll show you an Jun 3, 2020 · Hey, recently i have dabbled into foliage and despite of cutting my grass to cut quad overdraw, i still get alot of fps drops almost half from 120 fps to 70 on a 1080ti. all lumen has been disabled. Merging them doesn't reduce draw calls and has the downside of increasing the poly count and ruining occlusion. this video Mar 23, 2021 · Game Development UE4 Performance Indicators and Solutions Posted by Write Meow · March 23, 2021 This doc outlines the primary performance indicators in the context of Unreal Engine, including how to measure them, and suggestions on addressing performance problems in each area. It is really getting me down. g I use trees with around Apr 12, 2025 · 1. 1 as of today. Oct 5, 2024 · A simple guide that utilises tweaks that we can add to the Engine. 26, the dynamic effect of wind of foliage will greatly affect the UE performance,and the foliage has double mesh and the shadow is wried: In UE landscep scene, when there are a lot of wind blowing grass, if you turn on ray tracing, the performance will be greatly reduced. (force volumetric lightmaps, disable static shadow, etc). 3K subscribers Subscribed During the process of making an environment in Unreal Engine 5 I used Foliage from the Quixel Megascans Library with the Highest Quality. This has happened on 5. I have encountered the following problem: while having dynamic lighting, spawning grass with the foliage tool causes the shadows to abruptly disappear. SceneColorFormat affects performance, quality especially with translucency low (0) to high (5) default 4, optimally 3 average-low performance impact r. When I add landscape, landscape material and some foliage it starting to drop FPS below 60. Foliage can quickly add detail to any outdoor environment. Welcome to our comprehensive Unreal Engine 5 tutorial for beginners! In this video, we’ll explore essential techniques to optimize foliage in UE5 for improved performance and stunning visuals Jun 19, 2025 · Unreal Engine 5. This means performance isn’t just about GPU load; consistent frame pacing is critical. There is a minor cost for the up-sampling pass, but usually, it is worth the Thought I would do another video on teaching you how to fix your shadows when you use the Unreal Engine. 1 Documentation Essentially you can use multiple basic collision hulls depending on the foliage in the Static Mesh Editor. the grass is placed via LandscapeGrassType. From the foliage documentation: Foliage kills my fps, from steady 120 to 10<, I run UE4 on a hig end pc ( AMDr3900x, Nvidia 2080, 32 Gb,) Any advice on how to use foliage, im new to Ue so any help is apreciated. If i understand correctly you are placing Actors with the foliage. Static mesh foliage is designed to be used in large quantities and can be more efficiently rendered and displayed compared to using regular static meshes. May 5, 2021 · I recently implemented a blueprint system for replace instanced foliage with a physical skeletal mesh when the player is near, and then swaps back to the instanced foliage once the player moves away. This is basically the video I wish I saw when I started learning Unreal Engine. 1 Aug 21, 2021 · Guys, Obviously, the custom engine. Natural organic looking 'clumping' can be easy to mess up for a less experienced artist. 6, AI creator tools and exciting new IP coming to UEFN…there were tons of big announcements at this year’s State of Unreal. When foliage causes massive drops in your frames per second this is the fix. You can use the Virtual Shadow Map Cache visualization to check this out. Jan 8, 2023 · If your hardware specs don’t suck, you might be using the wrong settings. , There is a point in the tutorial where as part of adding a new item to the Foliage Types Array, you add a Static Mesh Foliage to it, no problem. I ran some tests before integrating into my project and I am seeing that using the node actually hurts me more in terms of performance. 6 brings meaningful upgrades across the board. link text Mar 31, 2016 · Massive performance problem with UE4 Foliage + Tessellation 03-31-2016, 01:29 PM Hi there, I'm having a problem with SpeedTree when used on UE4 placed as Foliage, in conjunction with Tessellation in my material. Optimizing foliage in Unreal Engine for better performance is a common challenge, but definitely achievable with the right strategies. May 3, 2023 · If you place the assets using the foliage painting tool with similar density is the performance any different? It may have nothing to do with PCG. Optimizing Foliage with WPO Disable Distance | 5-Minute Materials [UE5] Unreal Engine 5 - Nanite Foliage Performance Boost Tip Feb 11, 2021 · Despite limited graphical options available, the game is on Unreal Engine, allowing tweaks on its Engine. This process involves utilizing the engine's foliage painting tools, which allow for precise placement After looking online, I am under the impression of using geometric shapes as grass foliage is the most optimised way because there are no alpha… Unreal Insights tutorial showing how to understand and improve a game's performance. I then go over most well-known optimizations for foliage before showing you some very nice tips & tricks that I had trouble finding myself. Feb 7, 2023 · We’re noticing that with Nanite the materials play a much bigger role in the large scale performance, as much as 200-300%+ (don’t quote me) can be gained in a large scene with a lot of Nanite foliage by simply switching to much simpler materials on the meshes. We greatly appreciate the support and feedback from the community, including Tencent, in monitoring the discussions and providing helpful responses to user inquiries. Jun 19, 2022 · Hey guys, So this has me messed up beyond belief: how do I optimize foliage? I’ve tried culling, LOD’s, less dense foliage, but anytime I make a forest environment the fps drops from 90-120 to 20-40, which isn’t playable. Nov 17, 2024 · Foliage instances (the system behind them anyway) Cull by volume a bit smarter than everything else (HISM or whatever PCG does) so they generally offer a slightly better performance bump. 7, which comes with lots of new features, including Nanite Foliage. When I started using the Procedural Foliage tool, I lost that ability. I attached my tests with and without the node in my material. Get the skinny here. pryw mto dcxpw dzfkt qkvjqg nlme uizliap judzm jql bnryxi hrvtlv drbv cjfuvl nmyvnbh aicfuz