I’m trying to figure out instancing in UE4, from what I’ve read UE4 supports it but for some reason I’ve never gotten any performance benefit from it at all. What I’m trying to is create a huge forest with thousands of detailed trees being rendered at once, but so far the framerate is, well, what you’d expect:P Somewhere I read that instanced meshes have the same performance hit as rendering a single triangle, but in UE4 it doesn’t seem to work this way.
We hand hundreds of thousands of trees and have no problems with performance. Without instancing (using foliage tool) we wouldn’t have any fps at all. Why would it exist if there is no performance gain?
We have over 70 different species of plants and trees. The trees range from 1000 to 10 000 polys but they have LODS of course. I think that’s your problem.
I am using the foliage tool, a few thousand of the same tree and there goes my FPS. It uses LoDs and I’ve even limited the draw distance. Is there something I’m missing?
Is that all instancing does in UE4? I was thinking of instancing shown in some other engine demos I’ve seen, like this one: https://youtu.be/FbGm66DCWok?t=42s
I can’t add lods because the player will be seeing the trees from above and I can’t have them be just billboards.
You need to provide more information. How many tris per LODs? What kind of lights and other stuff like DFAO and such do you use? What kind of machine? There are a lot of things that can affect performance and while Instancing helps tremendously it’s not magic.
Highest LoD is ~12k and lowest LoD is billboards IIRC. Under dynamic lighting without DFAO. GTX 960m but I doubt 5FPS is supposed to be what I’m having.