How to optimize a large forest in UEFN

@Hardcawcanary I don’t think there is any benefit to rounding off floats and using power of 2 scaling. Under the hood all the values will still be a (32bit?) floating point number (as opposed to an integer)

Tangential, but in the context of mobile there is a ‘Float Precision Mode’ inside of Materials - so that’s just an example of an optimization happening automatically on mobile architecture. (Also the ‘fluid/shaking’ look from Playstation 1 is something to look at when going down the floating point precision rabbit hole)

How to optimize for mobile is a really good question though. Using referenced assets throws another wrench into it. (Hopefully they have a reasonably good LOD setup?) - If you had control over the materials, simplifying them for mobile with a Quality Switch could be something to try.

I’d do some tests in a new map to verify that it’s really the trees causing issues. (In my experience shadows can be a big performance hog, so consider experimenting with lighting setup as well) Shadows should be disabled when mobile graphics settings are set to ‘low’ though.

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