HUGE FPS loss with RVT Runtime Virtual Textures. I lose between 15-20 fps.
The ground is a nanite mesh that uses the RVT. It does have tesselation which is usually a 5 fps loss.
Its large scale 1 huge large ground for a city with sidewalks and streets 1 peice. I use virtual shadow maps. Its 1 large RVT texture that takes in a complex material for baking down into that texture… that RVT also has a lot of decal influences that are baked down and invisible… they are add to the run time virtual texture…
I gain loads of fps when i low resolution of the RVT but it makes the ground very blurry… not the quality i need. So my question is what can i do to make this run better?
Should i break the ground up into seperate chunks? would that help at all? Multiple runtime virtual textures per section?