<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/84f9c670c21a4b619a82d27d4cde9f19&quot; frameborder=&quot;0&quot; width=&quot;2560&quot; height=&quot;1920&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1920</height><width>2560</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1920</thumbnail_height><thumbnail_width>2560</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/84f9c670c21a4b619a82d27d4cde9f19-8f96cf21079e1609.gif</thumbnail_url><duration>816.376</duration><title>How to save FPS by Baking Your Landscape Materials into Virtual Textures</title><description>IMPORTANT!
If you are getting an issue where the RVT texture is not loading in fast enough as you move around.

Se this console command 
r.VT.MaxUploadsPerFrame = 8 
(Lower but works)
r.VT.MaxUploadsPerFrame = 32
(Much faster RVT Loading)

If you are bulding a game, set it in the engine.ini file.


This Loom explains how to bake a complex Unreal Engine landscape material into a virtual texture to reduce framerate cost from many landscape layers. It first enables virtual texture support in project settings, then turns on Bake Material to RVT in the landscape material and creates virtual texture inputs for RVT color and optional displacement, followed by creating the volumes to capture the material. It notes a trade-off: you cannot reliably blend close and far UV distance masking after baking, so it suggests turning off Distance Mask Layers to restore quality. It also covers fixing or mitigating flickering via Engine Virtual Texture Pool settings and improving detail by increasing virtual texture tile resolution and LOD settings when needed.</description></oembed>