Hi I am using a mix of Procedurally generated trees, grass, and rocks and at times get as low as 18 fps.
The best I can get with the grass, and only the grass, is 40 fps.
Trees with no grass is around 33- 35fps. Trees and grass together is about 28-30 fps.
This is before any other actors or animations or blueprints are added to the level, obviously this is not a good place to start.
I turned on Nanite for all the meshes, then tried turning on the World position offset disable distance setting for all meshes at “1” to see what it would do. Meshes stopped moving but no Fps boost, maybe 5 fps.
The youtube tutorial for WPO I watched that did it went from 45fps to 90fps instantly, as soon as the grass stopped moving.
The grass I’m using is low cost and I have a similar rig to the guy in the video(different video than the 45fps to 90fps video), he gets 149 fps average. I have inquired on their discord.
How do I fix this, these are not even super detailed Quixel assets?
It would be nice to get the “wind blowing” effect only when close to the mesh so it’s not recalculating shadows at a distance but World Position offset disable distance did nothing for me.
Here’s the trees: Landscape Pro 2.0 Auto-Generated Material in Materials - UE Marketplace (unrealengine.com)
Here’s the well optimized grass: UE4 Open World Foliage Overview & Performance (youtube.com)
Using UE 5.2
How was foliage optimized before 5.2 and Nanite, because the WPO disable distance setting is linked to nanite?
Thanks