Resolution
& Components ▾
Overall Resolution
—
vertices × vertices
World Size ▾
Height Range (Z)
—
m total span
—
Point Density ▸
Vertex Spacing X
—
m / vertex
Vertex Spacing Y
—
m / vertex
Total Vertices
—
vertices
Vertices / km²
—
vertices / km²
Pixel Distance (X · Y)
—
m between samples
Geometry ▸
Triangles LOD 0
—
triangles
Triangles LOD 1
—
approx. ¼ of LOD 0
Verts / Component
—
vertices (LOD 0)
Component World Size
—
meters × meters
World Partition Streaming
▸
WP Cell Size
—
m × m per cell
Components / Cell
—
avg. components
HLOD Region Size
—
m × m per region
Cells / HLOD Region
—
cells (edge × edge)
Streaming Memory Profile
▸
% of Total VRAM
—
streamed vs total
Memory & VRAM ▸
Heightmap
Heightmap (selected)
—
—
—
Heightmap — all bit depths compared
| Bit Depth |
Bytes / Vertex |
Precision |
Total Size |
Notes |
| 8-bit |
1 B |
— |
— |
Visible terracing at normal scales |
| 16-bit |
2 B |
— |
— |
UE default — production standard |
| 32-bit |
4 B |
— |
— |
Float precision — rarely needed |
Weightmaps
Weightmap / Layer (selected)
—
—
—
All Layers Total (selected)
—
—
—
Weightmap — all bit depths compared (per
layer)
| Bit Depth |
Bytes / Vertex / Layer |
Blend Steps |
Size / Layer |
All Layers Total |
| 8-bit |
1 B |
256 |
— |
— |
| 16-bit |
2 B |
65,536 |
— |
— |
| 32-bit |
4 B |
float |
— |
— |
Summary
Normal Map (runtime)
—
—
RGBA8 · GPU only
Total Landscape VRAM
—
—
HM + NM + Weightmaps
VRAM Budget Status
—
% of budget used
—
Streaming Memory · per WP Cell
Memory · per HLOD Region
Region Coverage
—
m x m
—
Weightmaps / Region
—
—
—
Normal Map / Region
—
—
RGBA8
Approx. Vertices / Region
—
vertices
Runtime Virtual Texture — VRAM ▸
Virtual Tex Full Size
—
—
—
Page Pool VRAM (total)
—
—
—
Page Size (UE default)
128
px x px per page
RGBA8 · 64 KB / page
Total Pages in Pool
—
physical pages
—
RVT texel density
—
texels / m2 of landscape
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 ▸
Weightmap Textures / Comp
—
textures (4 layers/tex)
Weightmap Tex Resolution
—
px × px per texture
Total Weightmap Textures
—
across landscape
Weightmap VRAM (packed)
—
—
RGBA8 per texture
Unique LayerInfo Assets
—
LayerInfo objects
Cook / Import Time
Estimator ▸
Heightmap Import
—
estimated (NVMe SSD)
Landscape Cook Time
—
estimated (8-core CPU)
⚠ Estimates assume NVMe SSD + modern 8-core CPU. HDD: ×5 import time. Actual times vary
±50% based on system, UE version, and project complexity.
Collision Memory ▸