Android optimisations?

Hi all,

I remade my test scene (with all post-processes, etc. turned off as before) and swapping all BSPs with Static meshes does indeed improve performance a little on my Motorola moto G (I did notice some problems with lighting and textures but those are minor and might be due to the texture compression i picked) there are still slight frame skips and stutters however.

With a bit more work i might be able to get it in a playable state as i plan to use low-poly meshes with low res 8-bit esque textures/materials for the game. Ive been doing this test on 4.3, for sake of comparison, ill go onto 4.4 and mock up a small proper level and reply to this in a few days when i do some more tests to see if the new version helps perfomance at all.

To Gugoracdes I think the performance issues can be solved with Unreal 4 on Android as Unreal 3 runs fine on it[at least the showcase does]. I plan to tweak my project some more and move to the new 4.4 version. I suggest you do too if you haven’t already, performance will improve as epic patch the engine … i assume.

To Sean/anyone reading this from Epic’s team; I think the main hit (in this case, for me) to the frame rate has been coming from how lighting is working on mobiles and how it interacts with BSPs, although i cant be sure.