// Unreal Engine
WORLDPARTITION
Landscape Calculator
v2.0 · UE 5.7 REAL-TIME ANALYSIS
Platform Preset
⚠ Platform preset values are approximate starting points — always profile on target hardware!
World Partition
↳ N×N streaming cells — total = Grid²
↳ WP cells per HLOD region — capped at Grid Size
↳ How many WP cells in each direction to keep loaded around player
Scale (UE units · 100 = 1 m/quad)
Section Size (quads)
Sections per Component
↳ 2×2 = smoother LOD transitions, more draw calls
Number of Components
×
Quick Presets
Material & VRAM Budget
Bit Depth Settings
↳ 16-bit = UE default · 65,536 height levels
↳ 8-bit = UE default · 256 blend levels per layer
Runtime Virtual Texture (RVT)
↳ Replaces weightmap sampling with Runtime Virtual Texture pages
↳ Virtual address space — not fully resident in VRAM at once
↳ Page pool = actual VRAM committed per RVT layer on GPU
Nanite & Rendering
↳ Replaces traditional LOD with virtualized mesh geometry
↳ High-quality shadows — increases per-component shadow geometry cost
Collision
↳ Simple = convex approx · Complex = full heightfield · Per-Poly = exact mesh (expensive!)
Resolution & Components
Overall Resolution
vertices × vertices
Quads per Component
Total Components
World Size
Width × Height
Total Area
Height Range (Z)
m total span
Point Density
Vertex Spacing X
m / vertex
Vertex Spacing Y
m / vertex
Density
vertices / m²
Total Vertices
vertices
Vertices / km²
vertices / km²
Pixel Distance (X · Y)
m between samples
Geometry
Total Quads
LOD 0
Triangles LOD 0
triangles
Triangles LOD 1
approx. ¼ of LOD 0
Max LOD Levels
levels
Verts / Component
vertices (LOD 0)
Component World Size
meters × meters
World Partition Streaming
WP Cell Size
m × m per cell
Components / Cell
avg. components
Total WP Cells
HLOD Region Size
m × m per region
HLOD Regions Total
Cells / HLOD Region
cells (edge × edge)
Streaming Memory Profile
Loaded Cells
Peak Streaming VRAM
% 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
Heightmap / Cell
Weightmaps / Cell
Total Memory / Cell
Memory · per HLOD Region
Region Coverage
m x m
Heightmap / Region
Weightmaps / Region
Normal Map / Region
RGBA8
Total / Region
Approx. Vertices / Region
vertices
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
Channels / Tex
4
R·G·B·A
Unique LayerInfo Assets
LayerInfo objects
Cook / Import Time Estimator
Heightmap Import
estimated (NVMe SSD)
Landscape Cook Time
estimated (8-core CPU)
Total Data Size
⚠ 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
Collision Mode
Collision Memory
Per Component
◉ LIVE
LANDSCAPE COMPONENTS WP CELLS HLOD REGION