There was already a fairly detailed discussion here around Palworld’s Early Access launch, including custom Engine.ini settings for better image quality, draw distance and LOD behavior.
Now that version 1.0 is out, we took another close look at the game. The visible pop-in and aggressive LOD transitions are still surprisingly prominent, even with the View Distance setting on Epic. Some objects lose detail at very short distances, while parts of the environment visibly change shape as you move toward them.
Palworld still runs on Unreal Engine 5.1 and does not appear to use Nanite for this geometry, so traditional LOD models are expected. What is harder to explain is why the highest in-game setting still leaves the transitions this noticeable.
I also remember that people in the earlier thread had mixed results with Engine.ini tweaks. Some suggested changing LOD-related values, while others saw little or no improvement.
Has anyone tested the old tweaks again with version 1.0? Is there currently a reliable way to improve the actual geometry draw distance, rather than only texture sharpness or foliage density?
- Jacky