I’m doing ArchViz with the Oculus and I’m having difficulty getting a smooth experience without turning settings way down. So I have a few questions.
- If, for example, I have a cabinet with shelving inside, and the cabinet is closed (shelving not visible) Does this impact ue4 in the performance department, or does it ignore it?
- On the chance that this geometry isn’t ignored how do I go about fixing it? I (try to) use 3ds max.
The engine does a good job of culling, but for something like this you would need to break the model into separate pieces for geometry to be culled.
For instance, let’s say I have a single mesh that is 10k tris that is behind a wall with exception of seeing a small part of it. This will cause the entirety of the mesh to be a performance hit because it needs to be rendered. However, let’s say say that I take that 10k tri mesh and break it up into pieces that make sense and combine it in a blueprint or just group and place it in the world assembled behind the same wall. The separate pieces that are not visible will be occluded negating the need to load all those pieces in the scene.
You can check the occluded primitives in your scene by bringing up the console window in the editor (does not work in PIE) and enter “r.visualizeOccludedPrimitives 1” to enable the view of the bounding boxes for any meshes that are occluded from view. You can disable this by replacing the 1 with a 0.
If you’re still having issues with performance you would probably want to profile your CPU and GPU to find any bottlenecks that may be happening. With VR it’s very important to profile often for these types of things. Some normal things for a PC can be very expensive when using the Oculus or any other VR for that matter.
I hope this helps.
Tim
Thank you Tim, that helps. How does one profile a CPU/GPU? Is there a specific test, or are you referring to using the task manager or something similar?