Capsule trace against static mesh terrain performance issues

I experienced this on Gear VR, but since it happens on CPU, I assume it’s the issue related to any Android project.

I have static mesh terrain with 3 LODs. I am using “Complex collisions as simple” option and I do capsule trace from player’s view on it. The closer trace hit gets to player, the more massive performance drain I see.

Any idea why it would happen?

Is there a way to optimize it? (maybe using Line trace instead of Capsule trace)


I wonder if [MENTION=11153]Chris Babcock[/MENTION] happens to know…


Well, turned out the issue had nothing to do with tracing or collisions.

The performance drop was due to dithered LOD transition. Apparently it’s prohibitively costly on mobile.