@Yaeko
I can’t, but when my project goes public, everything with be documented to finally get this performance argument over with. No secrets kept, I just want gaming to get better already(Graphics, Performance and Non-TAA wise). Go and do what I said in City Sample if you want something for complex. load up half a mile by half a mile.
I have City Sample 5.1 running near 1080p(windows bar), at 53-55fps on a mobile 6gb vram 3060(Mind you is 20 percent slower than a desktop 3060, 50+20%=60fps) in 5.1
No postprocess, FXAA, SWRT Lumen and reflections(scaled down but still looks photorealistic) with no flickering and scaled lumen settings scaled down a lot.
Still not good enough. I want bloom, I want Motion blur but NO. I’m stuck with 60fps bare-minimum because of Nanite+VSMs wasting performance.
DEAR EPIC DEV TEAM...
THIS IS WHY WE NEED MICRO-OPTMIZATIONS on Nanite, VSM, and Lumen. So I can add Motion Blur, etc for a 60fps UE5 workflow on current gen! STOP working on new features!
And give me performance tricks and enablers or your new Nanite-VSM-Lumen workflow is worthless to us and gamers.
5.2 has Nanite problems. I can only get 49fps with same settings I posted in the 2nd paragraph I wrote in this post. Looks like I won’t go to 5.2.
Note when played in Editor, City Samples VSM ms
timings go from 2ms to 3.5 even with no AI. Probably because of the extra HLOD shadows. Idk. Then I’m back to to stupid 47fps. (All timing I gave were in editor btw)
It was almost FREE
You pay for that rotation & foilage smearing TSR hasn’t fixed yet.
The dude who made TSR told me the RNDA2 pipline is related to drivers. The Engine source code always checks for the 16bit instructions to enable the pipeline.
EDIT: Fortnite 5.1 is pretty incredible looking. You literarily have every Biome imaginable including a city. I test it monthly. It has unacceptable performance for such a stylized (but populated at hell) environment. I get the same FPS in City Sample Mile by a Mile(remember no play in editor) and my attempt to optimize FN (51fps native 1080p, Lumen, no postprocess, FXAA on a mobile 3060).
This post shows why I have decided not to use Nanite for everything. Only per instances that show better performance over dithered (not temporally) LODS.