help with performance issues - texture heavy asset

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,

Pffff…

this is almost too much to explain while writing all that could be updated.
Any chance you have i.e. skype so I can guide you trough what could be updated/improved?

thanks a lot for the offer mate, unfortunately i broke my headset at the weekend (walked away from the computer with them still on my head) i’ll order another set tonight.

Hey hey, sure it does!
Just off to bed though.

In the meantime, add me on skype: Luos_83 (should come up as Luos | Yoeri)

Hi Luos,
my headset finally arrived today, is the offer still valid?
thanks

This has way too many draw calls. You don’t need a diffuse for things that are just color. Assign it to it’s own material ID, and use vector colors. You are gaining nothing from a bitmap where the element or normals that it’s assigned to is a solid color. The only thing you are going to need to do is change the uv so you can mask in the text, and one tiled roughness map for the black plastic (to add oxidation). The knob and the screen could be vectors for roughness. The screen should be it’s own material ID as well. Try to avoid masks. Don’t be one of those guys who over complicates things for no reason.

awesome, thanks a lot mate:)
sorry for the slow reply, had family stuff to do today.
i’ll add you on skype but it’s pretty late here now. if it’s okay with you i’'ll give you a shout tomorrow sometime or whenever is convenient for you,
thanks again.

thanks for the guidance:) i’l have a look at all that.
at the mo, my diffuse colors are either constants or parameters. i don’t use any bitmaps for flat colors. almost all of the bitmaps are the masks.