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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)

Thanks

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

:o

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.