Having a giant mesh as a single static actor

Hello,

The project we are working on has become quite big and optimization is an issue. We have this giant mesh we made in a 3rd party software and imported it into ue. The mesh is a laboratory that will serve as the world where most of the action takes place.

The mesh has roughly 11 million triangles, it looks like this: (shot from blender)

Now when we run the game the framerate isn’t good, only showing the lab takes about 5ms.

Would it make sense to:

  1. Split it into sections and use LODs?
  2. Make a simplyfied mesh for collision only?

Are there any downsides to using giant meshes?
How does the engine handle lighting with this?

Thank you.

Nothing is going to work well in the engine with one large single mesh like that. Breaking it into a modular kit, would help the lighting and rendering efficiency tremendously.

After that, you could also look at level streaming, or world partition to automatically load and unload areas your player is not in.

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Thank you very much.

We have analyzed our mesh further and found some very detailed meshes

image

And even some meshes with holes in them.
Currently things like furniture is built into this lab mesh.

It is better to keep those seperate and then include them in the lod right?

Here is what one of the interiors of the lab looks like

Just one single mesh with multiple materials.

Lots of meshes is much better, the engine is expecting that ( modular, I mean ).

You can have one stool mesh, for example, and then all of those stools will be just an example of that.