I mean, is it possible to optimize portals so that FPS doesn’t drop so much?
fps drops from 120+ to 60 fps from two portals
here are the videos of the portals I had in mind
here are the videos of the portals I had in mind
It’s all down to your imlementation. The psychonauts people did a whole series on performant portals in UE, but a lot of it is down to how you’re actually implementing the nuts and bolts, and especially down to what you’re able to (or unable to) cull from the scene.
Depends entirely on how the portal is created, how did you create yours?
Most portals use scene capture to render the other side of the portal. The easiest optimization is to just not do that, just have a portal effect that doesn’t show you the other side. That’ll save you basically all your framerates.
Scene capture nodes can also be optimized…
For instance what I would try to do is capture the scene only once and only render it again if there’s been movement on the other side.
How to do that is a bit complicated though and I’m afraid I don’t even fully remember how, there are several ways to do it too. But all of them involve messing with materials and scene capture settings to some extent.
You could probably cheap out and bake a static cubemap to approximate the view from the portal, especially at a distance where parallax is a less meaningful phenomenon.