Hi guys,
i have this vr project that i have been working on for a while. I’m doing all the artwork and someone else has done all the blueprints and interactive elements. tbh i have stepped in at the deep end and will admit that i have no experience in UE prior to this project and very little realtime experience. i have been modelling for 10+ years so I assumed this project was going to be much simpler than it has turned out to be:)
right now everything works, but we need better performance/higher fps
it’s basically a working set of decks and mixer that a dj can use in VR to mix/perform virtually (or something like that) the decks need to perform the same as the real one so every button, light and screen element has been created and rigged to match the original.
As a result we ended up with a very heavy scene for it’s size. lots of textures and materials.
I have just gone through and swapped out most of my materials for material instances but didn’t notice much if any, performance increase.
Right now I am looking at is it possible to optimize the textures that make up the screen on the CD deck.
It has 150 1k textures/elements that have been rigged individually so they light up when the corresponding button is pressed. At the moment each of the 150 elements is a separate black n white texture which is used for the mask in the material, the color and brightness are controlled by parameters or constants.
i don’t know much about texture streaming or texture pools but i’m assuming having 150x 1k textures make up any asset is not good for my resources.
what’s the best way to approach something like this? someone suggested putting all images onto one texture sheet and then masking what bits are needed and use material instances. i can’t see how that will help though because i’m thinking i will end up with a huge texture sheet plus 150 masks. and as it’s a lot of work i want to try and make sure i have the right approach before i commit:)
any help or assistance would be greatly appreciated:)
thanks,