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EQS vs Blueprint Linetrace: Which is better when scaling up?

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    EQS vs Blueprint Linetrace: Which is better when scaling up?

    I've heard that EQS doesn't do that well when multiple instances of it are running. I'm currently using EQS to find different objects in the world with trace and MoveTo it. I find it easier to do this compared to direct LineTrace in Blueprints, but I'm willing to change if it's going to have a performance issue in the future as I scale up. What do you all think about this?



    #2
    You can hook blueprint services in EQS. So making complicated logic inside EQS is not a problem.

    As for your question: make simple EQS, and make simple line trace blueprint that has exactly same function.
    Then spawn 300-400 ai bots with EQS and compare to same scene with bots running blueprint.
    Also disable collision for them, usually collision uses most cpu time in such setups (with multiple pawns).

    Recently I did not tried AI with EQS (and behavioral tree) but there was limit of about 90 after which new AI pawns were not processing tree.

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