Why does my scene get such low fps in 1080p but in slightly lower resolutions it goes up to 110+ fps?
I have a very simple scene . No high quality assets . I had already made a small game with higher asset qualities before but I never got this issue . I have tried hard culling tress and grass . Reduced the amount of grass and trees (after the screenshot was taken) yet I have no luck .
As you increase the resolution, your GPU load literally goes up by factor of times, so it’s no surprise. Just going from HD to full HD is double the pixels.
Try resizing the viewport with your mouse and watch the FPS go up and down with it.
Also, anything other than a minimal amount of foliage, will hammer your FPS. Unless you have vicious LODding ( I mean billboard LODs at a very short distance ).
That’s true but the main thing I’m concerned about is that the scene I’m working on right now should have like a min of 80 frames at native 1080p , coz I have used low to medium poly assets here. I’ve checked all optimisation viewmodes and there’s nothing concerning .
The main thing I would do is experiment with a lot of different trees.
Many packs say ‘low poly’, but I’ve seen some Megascans trees work better than some low poly stuff. The total number of triangles matters, and the material.
the number of materials really makes a difference. if you pay attention with packed levels you’ll get one instance per mesh per material. (that means, change the material and you need a new instance).
there are material parameter collections and custom primitive data which can help to reduce the number of materials.
low poly means little. any decent scene needs lods. i can’t tell if your trees has them. ue has automatic lod generation on the mesh editor.
or you can use nanite. beware that nanite has a few caveats,for example don’t enable for foliage unless you know how to deal with that. memory might increase, light and shadows will change.
and grass indeed is a huge perf killer. should have lods.
also remove collisions for things that don’t need it.