Hey, thanks for taking a look at this one.
I’ve been working on a VR game for a while, and in the last few weeks perf has been suffering.
I started looking at analytic tools, and noticed everything was in the red for Shader Complexity… Today after a lot of troubleshooting and forum-scrolling I decided to start up a fresh map to try and draw an example of what I should expect.
What I got was an empty map still showing all red across the filter.
Even the BasicShapeMaterial is saying it’s got 300 instructions, with nothing changed from how it comes in the editor.
I’ll continue working at it, and if I find a solution I’ll be sure to post it… Though I’m worried I’m at the limit of my -current- knowledge to tackle this quickly.
Anybody running into a similar issue?
Edit for those of you who stumble across this post in 6 months with the same issue:
Forward Rendering will always have a lot of extra instruction counts, and while you should be accounting for it (i.e. You should expect far more instructions for anything lit), you also need to pay heed to the bright red on screen.
If you have some overhead to work with, and you know it, you can edit BaseEngine.ini to change MaxPixelShaderAdditiveComplexityCount to dictate the upper limit that the filter checks for. By default it’s at 2000.