So I have a scene with many (+/- 20k) actors, with a lot of repetition (ie. there are only a handfull of meshes repeated many times).
If I run the scene with “stat initviews”, I’m seeing very high numbers for
- Static Mesh Relevance
- Compute View Relevance
(see also attached screenshot)
The result is that with my GPU load at some 30%, I’m maxing out on a framerate of some 80FPS.
How can I possibly reduce the impact of this? I.e. How do I mittigate the impact of having many instanced meshes in my level leading to a (CPU?) bottleneck?
- All actors have LODs
- Introducing HLODs in the level helps but doesn’t solve the issue (many meshes have to be movable)
- All non-moveable meshes have baked lighting, leading to a high “Num Textures in Tables” (7k+) shown in “stat d3d12rhi|”
- Total Mesh Draw Calls are only at 1100 because meshes are instanced
Static Mesh Relevance