HUGE FPS loss with RVT Runtime Virtual Textures

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?

if anyones paying attention to this… i cant explain this… but it worked. Its my solution for now.

r.vt.FeedbackFactor typically set to 16… gave me about 55-65 fps.

r.vt.FeedbackFactor set to 100 got me to 75 and steady not bouncing…

r.vt.FeedbackFactor set to 1000 got me to 85.

This is al lvery strange to me because setting this to to 1 makes virtual textures blurry… so its odd that increasing the quality increases the performance by 20 fps.

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