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On a new note, just watched the Donkey Kong Digital Foundry coverage and I am pretty impressed with the voxel implementation. Has given me some ideas.

I have been building a large high density voxel world that is composed of 16 x 120 sq.km zones (with 250m depth) in my free time in UE5 (with Voxel Plugin), and one of the things I have noticed is that it is easy to fill up system memory depending on the specific nanite/LoD settings.

The laptop I mainly develop it on has 128GB of system ram that it swaps easily from, so it isn't an issue, but if I were building it as a game it would have to require quite a bit of optimization. 

Last edited by sc94597 - on 14 August 2025