Just migrated my game from 4.11 to 4.12 and I’m experiencing some bad performance during gameplay on the editor compared on how the game runs on 4.11
not only the framerate is lower but choppy too (It has a lot of peaks on the graph during gameplay)
I tried to find what could have changed but I couldn’t identify the problem.
(I haven’t packaged the project to test if the problem is only on the editor)
Same problem here, looks like a occlusion culling problem, because in 4.11, I had a lot of meshes that disapeared close to the edge of the viewport, but in 4.12, no more poping meshes issue, but again I had way more FPS than in 4.12.
Yes my game probably could use some optimization and I will do that. What I think is strange is that the same game version have so different framerates between 4.11 and 4.12.
I’m updating this project for about 18 months and never noticed such difference
Are you streaming levels or do you have all levels constantly loaded? Are you using the world composition browser? Have you made sure all levels have had lighting built and saved or just the persistent level? Additionally, have you run through our lighting and swarm agent troubleshooting guides to see if they resolve your error?
its a main empty level with 70 sublevels. they are always loaded and I’m not using streaming volumes.
no I’m not using world composition.
yes I’ve read the articles before, actually I’m not having any lightmap problem. All those 70 levels build with 0 error.
the game is running perfectly fine on 4.11
I’m just reporting that the same project get really slow on 4.12
I just baked light on 4.11 and its running solid and noiseless at 99 fps.
when I had the project with baked lights (in 4.12) it was running at 40 / 60 fps and full of peaks
I’ve tried to do a CPU test
booth instances are running at 50% resolution, all effects on lowest settings and unlit mode
so its about a 19 fps difference on the cpu test
Another thing I found considering the performance issue. Looks like it is also related to the shadows rendering. While the engine seems to manage occlusion culling differently from 4.11.2, it also render all the point light that are casting shadows, even if they are completely culled by walls.
tested in an empty project; high polycount/occlusion, lights and no success =(
Many new things in 4.12 were implemented to archieve high quality reflections like, “High Precision Static Mesh Vertex Normal and Tangent Encoding”
I wonder if any of these were enabled by default on 4.12 and slowed things down
the new sequencer could in any way (even if its not being used) interfere in the performance?
Good news! Disabling two particle systems that was widely used in many sublevels, unreal 4.12 reached the same framerate from 4.11 (actually 3-4 frames higher)
I’ll try to investigate further what changed in 4.12 particles.
I’m happy to hear you found a solution to the error you were experiencing. I will mark this as answered for tracking purposes. If this occurs again after your fix, please feel free to post back here and I’ll be happy to take another look.