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Fully dynamic interior - how to save FPS?

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    Fully dynamic interior - how to save FPS?

    Hello eveyone.
    Im developing a space station simulator. Here, i have a 300cm grid of dynamic meshes that can be destructed/counstructed, and also breakable/placeable light sources. Basically, game is gonna have a sandbox mechanics.
    And of course the FPS output is very low even when i place about ~10% of content.
    Can you give me some guides about dynamic interiors? Something about occluding dynamic meshes, about batch rendering same meshes and so on.

    #2
    Warn me if bumping isnt allowed.

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      #3
      You should check out Instanced Static Meshes if you didn't have already, and I guess most of your computing power will be spent in collisions check and light rendering. What kind of light are you using ?
      Also, try to limit the number of textures and materials in your scene, and use Dynamic Material Instances as much as possible, their performances are really impressive.

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        #4
        Originally posted by Praglik View Post
        You should check out Instanced Static Meshes
        Those are nice, ty! Im my game, im anyway gonna spawn meshes via blueprints so i guess instancing can perfectly done with them. But would occluding and multiple lights work on them? (If i understood it right, instancing combines multiple meshes to a single mesh)
        Originally posted by Praglik View Post
        I guess most of your computing power will be spent in collisions check and light rendering. What kind of light are you using ?
        Spawnable point lights. Its nessesary for players to break/repair light tubes, cause the game is basically a sandbox horror. What kind of lights would fit destuctable environments?
        Originally posted by Praglik View Post
        Also, try to limit the number of textures and materials in your scene, and use Dynamic Material Instances as much as possible, their performances are really impressive.
        Yeah im trying to keep materials physically based so its just normals/ao/matmaps. What are Dynamic Material Instances for? Is it same as Material Instances?


        Originally posted by Chariots
        Your best bet is to manually manage the interior and exterior occlusion. Hierarchical Instanced Static Mesh Component is key to get good performance. You need to abuse this as much as you can but still be smart about it.
        Well, i cant actually say im good in blueprinting. Still, the game have only one floor so i guess occluding can be done much simply, like 2d occluding... going to figure out how does dynamic occluding works. Thanks anyway.

        Originally posted by Chariots
        One thing specific to space games, you may want to have "3d imposters" for very far LODs.
        Wow! Now i know how to deal with decoration asteroids, thanks!

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