I’ve tested it, nothing has changed, it seems that the divided pieces of static meshes are carrying a ghost of what was a single mesh and when I put them all at the same time when it was a single mesh forming the room the fps drops to 5
There is also another factor of the separate static meshes is that, when static meshes merged, the material slots with the same material are merged forming a single one, the amount of material slots decreased, the less material slots the greater the performance, I already recreated the interior of my space more than 9 times and so far I have not achieved success in obtaining quality and performance, the unreal engine is completely limited, apparently if I use low poly to optimize I will have a game-like game in the years of 2013, as games so light and so big in the open world and with hight poly objects in high quantity and rendered at such a great distance, with epic lighting and effects Ex: Shadow Of Tomb Raider can run on my PC with the graphics in ultra and all effects including can ray tracing and post processing on ultra run so lightly and at 60 FPS on my PC without loss of system performance? And in my project I put a simple Hight poly corridor with 30 material slots and the FPS drops easily to 30 and degradatively drops until the game does not become playable with very few resources.
My PC is a little outdated more by the video card than in general my settings:
Asus H110 CS-BR
intel i5 x4 3.50 ghz
12 ram 4 + 8 3200mhz
SSD - 128gb
GTX 1060 OC 6GB
still looks average in 2020 to run games on ultra and the latest generation without significant losses
The problem is not Unreal. The engine is extremely capable and there are plenty of examples out there which prove it. The problem is that you are just throwing expensive models / textures / materials / lighting / processes at it and expecting it to just handle it - it wont.
Unreal does A LOT of things to optimise your game for you, but somethings it just can’t do, which is why so many stat tools, profiling tools and view modes are made available to you. Look at the shader complexity, the overdraw, the material cost, the drawcalls, the poly counts, the lighting cost, the game object tick times and understand what it is that’s causing the problems.
Something like Shadow Of The Tomb Raider has been highly optimised. The Dev team have looked at every single asset in that game and made it run as well as possible. It takes a lot of time and knowledge and a lot of sacrifice too. You can’t have everything.
So, to get the game performing well, use all the tools unreal give you. Experiment and don’t just look at the FPS count, look at all the stats to work out what effect every change has.
Ok I’ll try to optimize as much as possible, I was creating my game and I forgot that the performance was gradually decreasing, and when I pressed play, disaster strikes. Thanks for the suggestion.