// Unreal Engine
WORLDPARTITION
Landscape Calculator
ARTIST MODE 🎨
v2.2 Β· UE 5.8 REAL-TIME ANALYSIS
🌲 Landscape πŸͺ¨ Mesh Terrain (UE5.8)
Mesh Terrain uses baked texture arrays + Nanite clusters instead of per-vertex height/weightmaps.
Hardware & Platform β–Έ
⚠ Platform presets auto-fill CPU and GPU fields.
Platform preset values are approximate β€” always profile on target hardware.
World Partition
↳ NΓ—N streaming cells β€” total = GridΒ²
↳ WP cells per HLOD region β€” capped at Grid Size
Scale (UE units Β· 100 = 1 m/quad)
Section Size (quads)
Sections per Component
↳ 2Γ—2 = smoother LOD transitions, more draw calls
Number of Components
Γ—
Quick Presets
Streaming Distance
↳ How many WP cells in each direction to keep loaded around player
Material Budget
Bit Depth Settings
↳ 16-bit = UE default Β· 65,536 height levels
↳ 8-bit = UE default Β· 256 blend levels per layer
Runtime Virtual Texture (RVT)
↳ Replaces weightmap sampling with Runtime Virtual Texture pages
↳ Virtual address space β€” 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 β€” increases per-component shadow geometry cost
Collision
↳ Simple = convex approx Β· Complex = full heightfield Β· Per-Poly = exact mesh (expensive!)
Resolution & Components β–Ύ
World Size β–Ύ
Streaming Memory Profile β–Ύ
Memory & VRAM β–Ύ
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 β–Ύ
World Partition Streaming β–Ύ
View Distance & LOD / HLOD Transitions
Approx. Distance Render State Description
Resource Budget β–Ύ
CPU (Compute)–%
Memory (RAM)–%
GPU - Compute (TFLOPs)–%
GPU - VRAM–%
Storage / Streaming Bandwidth (Landscape requirements only)
Peak Read Size (per chunk)
--
MB burst capacity

Cook / Import Time Estimator β–Έ
⚠ Estimates assume NVMe SSD + modern 8-core CPU. HDD: Γ—5 import time. Actual times vary Β±50% based on system, UE version, and project complexity.
Point Density β–Έ
Geometry β–Έ
Runtime Virtual Texture — VRAM β–Έ
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 β–Έ
β—‰ LIVE
LANDSCAPE COMPONENTS β€” WP CELLS HLOD REGION