Hello guys i made a simple scene with lumen to play in vr
but the frame time is a lot than i expected (i made other scenes too and they were working good) but in this scene i have a lot of lights and when i type profile gpu this is graph
Lumen GI is generally a seperate system from direct lighting, but I do have a few questions:
Are virtual shadow maps enabled?
Is nanite enabled? And if so, is most of your scene geometry nanite?
If you have a lot of high-res geometry without virtual shadowmaps, I could see that grinding your rig to a halt. And you do have a very powerful machine from your description.
Hello virtual shadow maps are not enabled
Nanite is enabled but one or two assets are nanite only
My scene has around 2m poly
i am playing it in vr with very with htc vive 2 pro
Ah, I see. To optimize your scene, I would enable nanite on anything that can support it (almost always a performance win), I would enable virtual shadow maps, or distance field shadows if VSMs are too expensive. You’re looking at very high resolutions and refresh rates, and I could imagine optimization would be very important even with a powerful rig.
As far as I know any light that casts dynamic shadows will be unbatched.
Meaning you should be able to get the cost down by disabling shadowcasting except where necessary. You can also reduce the cost by using spotlights (instead of point/rect), when possible.
One thing to remember with VR is that PIE and VR preview will always be significantly slower then a packaged shipping build. Since PIE/VR Preview needs to run the entire editor along with your VR project, a shipping build may net you a significant performance boost