Resolution
& Components βΎ
World Size βΎ
Streaming Memory Profile
βΎ
Memory & VRAM βΎ
Heightmap
Heightmap β all bit depths compared
| Bit Depth |
Bytes / Vertex |
Precision |
Total Size |
Notes |
| 8-bit |
1 B |
β |
β |
Visible terracing at normal scales |
| 16-bit |
2 B |
β |
β |
UE default β production standard |
| 32-bit |
4 B |
β |
β |
Float precision β rarely needed |
Weightmaps
Weightmap β all bit depths compared (per layer)
| Bit Depth |
Bytes / Vertex / Layer |
Blend Steps |
Size / Layer |
All Layers Total |
| 8-bit |
1 B |
256 |
β |
β |
| 16-bit |
2 B |
65,536 |
β |
β |
| 32-bit |
4 B |
float |
β |
β |
Summary
Streaming Memory Β· per WP Cell
Memory Β· per HLOD Region
Collision Memory βΎ
World Partition Streaming
βΎ
View Distance
& LOD / HLOD Transitions
| Approx. Distance |
Render State |
Description |
Resource Budget βΎ
GPU - Compute (TFLOPs)β%
Storage /
Streaming Bandwidth (Landscape requirements only)
Peak Read Size (per chunk)
--
MB burst capacity
Cook / Import Time
Estimator βΈ
β Estimates assume NVMe SSD + modern 8-core CPU. HDD: Γ5 import time. Actual times vary
Β±50% based on system, UE version, and project complexity.
Point Density βΈ
Geometry βΈ
Runtime Virtual
Texture — VRAM βΈ
RVT vs Weightmap approach — VRAM
comparison
| Approach |
VRAM (layers) |
Scales with resolution? |
Fixed overhead? |
Verdict |
| Weightmaps |
— |
Yes — vertex-linear |
No |
— |
| RVT page pool |
— |
No — fixed pool |
Yes |
— |
LayerInfo & Weightmap
Textures βΈ