Advice for optimizing ComputeIntermediateSpatialAcceleration

Map is like 4 x 4 x 6 km. 6 players. 36k total world partition actors.

I’ll experiment with those numbers. We’re aiming for 6.25 ms for a server instance.

I haven’t looked close enough / tested enough to see what gameplay or what part of the level causes it to go to > 1ms. Most of the time its 0.25ms or so.

We do a reasonably high number of overlaps and scene queries so a little cautious about disabling the GAccelerationStructureCacheOverlappingLeaves .

We haven’t done any true optimization of static mesh actors and their collision in the scene. Any recommendations there in a nanite world as it relates to this?

I do plan on looking at the dynamic particles to see of any could be made static.

Any other debug commands or ways to inspect the state without modifying the code?