How to improve game performance?

So i made a blueprint that the trigger zone will make those meshes disappear because they won’t be seen from the player’s perspective (for example it is behind the wall, the mesh is too far to be seen, etc).
There’s a significant difference, the game performance improved. However, it is repetitive or so tedious plus I’m just a beginner so I don’t know if I’m doing the workflow the rightway although I achieve the results just the way I wanted.

Would there be another way of improving performance? Is there rather an easy way?

For context on what I’m making, I modelled a lot of 3d assets so it looks and ‘feels’ like a school classroom. There are locations that it will be unaccessible classrooms by intentionally ‘locking’ doors but what if the player will try to peek thru the windows? So, I made box collisions as a trigger zone that encompasses the area on which I would predict the thought of ‘at what point in the trigger zone should the mesh spawn’ or the distance of the player as he approaches to the window so that the mesh can spawn. I don’t want to just ‘magically’ spawn them right before their eyes.

Not really asking for a tutorial or step-by-step of a blueprint, but rather the ‘game performance’ thoughts on how to deal this. Hahahaha, I hope you get my point. Please, give me ideas.

Unreal already does this for you:
https://docs.unrealengine.com/5.3/en-US/visibility-and-occlusion-culling-in-unreal-engine/

Optimization is usually the last thing to be done on a project. Are you sure it’s visibility that is slowing down the game?

Anyway, a great video about performance:

There also level streaming that you cant try out.

It might be other aspect of the game that causing the performance issue. You will have to investigate

Thank you! Its not actually the visibility but the mesh itself and high vertex count, I missed that part.

So, I use the LOD to all of the assets I made, and the performance has got better! I also learned that UE5 can also even reduce the vertex count (like the decimate modifier in Blender) Also I applied the draw max distance.

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