A UDN licensee has reported that Runtime Virtual Textures are slow to update when enabling Nanite tessellation on a landscape. They came across this when using the "Virtual Texture Output Level" inside a material that they created and applied to the landscape for masking purposes.
This was reproed with the following steps:
1. Create a Runtime Virtual Texture in the content browser
2. Create a new Material asset (See attached screenshot for material)
3. Apply to a landscape. On the Landscape actor, set it to Draw in this RVT texture
4. Ensure a Runtime Virtual Texture Volume encapsulates the entire landscape. Plug your Runtime Virtual Texture into this as well
5. See video for the results and comparisons (Related section in UDN case)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-217644 in the post.
2 |
Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 34584816 |
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Created | Jun 11, 2024 |
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Resolved | Jun 22, 2024 |
Updated | Sep 18, 2024 |