Performance issues
Using a Scatter of grass the performance take a huge drop compared to static mesh foliage
16 Replies
Could you perhaps record a video of the situation so that we can easier understand exactly what is going on? π
Will give it a try
Hmm Vidoes I took are quite big and don't have nitro
But here is a screen
and this is with it off
the next screens are Static mesh foliage straight out of unreal engine
Thanks. I assume you used Surface scatter, what density do you have there? And that grass asset are you scattering?
Pretty much at max
and using the proximity from the fairway mesh
Ye that is usually heavy. I am not really sure how foliage painter in UE works but I would assume you get lower performance due to our stuff being instances.
Once @adnanchaumette gets back online he can certainly provide more insightπ
ok
I think the density is set to 1 but the instances are higher
going to get a sccreenshot
Ah I see, thanks. Our stuff is not yet great when maxing them out like that. Not sure what grass you are using but one thing you could try is to use grass patches instead of individual grass, that way you don't need as many instances π
Since the result is not the same(neither the camera angle nor the amount of meshes) , comparing it like this will be quite misleading.
Both foliage painter and our scatter uses Hierarchical Instanced Static Meshes(which is native to Unreal) in the background, so performance wise it's 1:1.
The foliage painter is for placing instanced static meshes(like our scatter) by hand.
In the near future though we are adding the ability to convert the results of scatter to foliage, so you can do after painting/removal etc.
Yes you are correct about the camera I had the same area but wanted to do it quickly for you guys. But the results are the same
This is a direct conversion of foliage to hism, same editor fps.
Editor fps drop can be due to a variety of reasons even if it's the same thing you render(background processes, if you work a lot in unreal within a session it might get slower due to mem consumption buildup, undo queue etc)
In your case it's probably due to Scatter instancing more objects than foliage most likely. There's a bug in our surface scatter with MAX COUNT, even if you set it to 50k, it might go over a bit and it could be 70k objects π will fix that.