Hello there!
So i,m working on a project in which we are creating a first person shooter game with large scale warfare.
So i,m beginning to finish our bullet hits now on various surfaces. They are looking very good.
Problem i,m having, which is actually stopping all my work, is that any effect that i create, even single smoke puffs from muzzle flashes, have this horrible performance hit due to overdraw, specifically when many of them are emitted in the same spot or basically when they overlap (that’s why i,m saying its overdraw, plus they get white areas in Shader Complexity mode).
This is the first time i,m dealing with such issue, in the past engines i worked on i did not had this problem at all.
The solutions to this that i’ve heard are:
-Reduce the alpha area in my Sub Uv FX textures.
-Reduce the material instructions. Yet even within very simple smoke puffs i ALWAYS lag when they are emitted in the same spot and over each other. I mean i wont be able to create anything if i have this problem since my materials are very simple and they still lag.
-Things like reduce emitter count and time to live, yet again i,m making simple fast effects yet they still lag, that’s why i am actually very concerned because if this simple bullet hits are lagging, i,m afraid other effects like explosions from helicopter rockets etc wont be able to be feasible, which kills our game and makes us wonder how other shooters can have them left and right without problems like this.
-Code some sort of effect emitter limit in the game for each client. So when they overlap they start culling down?
I really need assistance with this, me and my whole team behind our project which is picking up quite well but this is a big hindrance we are having.
I’m hoping you would have good techniques or ways around this!
Thank you very much,