When I tried out the official PCG forest project: ElectricDreamsEvn, I noticed that its frame rate was extremely low.
The performance bottleneck issue mainly lies in the GPU. I conducted an analysis using profile gpu.
I found that the Nanite::Visbuffer Main Pass SW Rasterize(Triangles) operation takes an extremely long time. (All the meshes in the scene have enabled Nanite.)
I attempted to reduce the “keep triangle percentage” of the meshes, but after trying, I found that this setting did not result in any optimization.
I suspect that it is because most of the materials in the scene are deformable materials, which have WPO and pixel offsett, resulting in this phenomenon. But I don’t know how to optimize it.And I would like to know why reducing the keep triangle percentage does not optimize the scene?