Announcement

Collapse
No announcement yet.

Avoid FPS drops when spawning much actors by spawning them earlier, but invisible?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Avoid FPS drops when spawning much actors by spawning them earlier, but invisible?

    Hello,

    if there are much actors spawning at a specific time in a game, this can cause a FPS drop. Is it a legit way to spawn them earlier in the game but make them invisible, maybe on the loading screen, and when they are "spawned" later in the game just set the new transform and make them visible? Would that help with the FPS drops?

    Thank you,

    Thilo

    #2
    Originally posted by ThiloN1987 View Post
    Hello,

    if there are much actors spawning at a specific time in a game, this can cause a FPS drop. Is it a legit way to spawn them earlier in the game but make them invisible, maybe on the loading screen, and when they are "spawned" later in the game just set the new transform and make them visible? Would that help with the FPS drops?

    Thank you,

    Thilo
    It might help. If you make them 'hidden in game', because the system doesn't have to draw them. You would still get the 'hit' from spawning a lot of actors though, actors cost FPS.

    Give it a go!
    Check out Zof ( puzzle game ) on Steam:

    https://store.steampowered.com/app/1414480/Zof/

    Comment


      #3
      Yes, it works. Could go even further. In a presentation about performance in Robo Recall they said that they even "recycled" actors to avoid FPS drops, so for example made a pool of projectile-actors and didn't destroy them if they hit a wall, but made them invisible and put them back into the pool.

      Comment


        #4
        Originally posted by ThiloN1987 View Post
        Yes, it works. Could go even further. In a presentation about performance in Robo Recall they said that they even "recycled" actors to avoid FPS drops, so for example made a pool of projectile-actors and didn't destroy them if they hit a wall, but made them invisible and put them back into the pool.
        https://www.unrealengine.com/marketp...ct-pool-plugin

        ( not mine ).
        Check out Zof ( puzzle game ) on Steam:

        https://store.steampowered.com/app/1414480/Zof/

        Comment


          #5
          Other approaches worth benchmarking / testing out:

          Place a pool of hidden actors in the level / map before the game even starts.
          Spawn in-game, but Disable Collision + Disable Tick + Set Hidden In Game...
          Monitor DeltaSecs and if game not under high-load, then Spawn-in bunches...
          ----------------------------------------------------------------------------------------------------------
          What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
          Instead its better to just take projects apart (see the free 'creators' listed here)

          Comment


            #6
            Originally posted by ClockworkOcean View Post
            Wasn't too hard to implement it by myself. Currently looking for people having a look at it since this will be a critical point in my game: https://forums.unrealengine.com/deve...implementation

            Comment

            Working...
            X