Short answer: I’m trying to control the pawn of “enemies” between one thousand and five thousand.
After their numbers exceed three thousand, the frame starts to fluctuate between 12 and 16. Is there a way to make this better?
Long answer:
I’m coming as a continuation of the post I gave the extension above. As it says in the answer, I prevent them from clashing with crowd manager by using pawn.
Infrastructure I use:
I use a subclass of Crowd Manager that I created as Ai controller. Ai’s use a single material with shadowing disabled and the material has a simple structure. Tick disabled and everything I can find is at the lowest possible limit. The only thing with collision is a cube with 4 vertices and I can’t turn it off to use crowd manager but I still get fps around 60 at around 1000 ai, 46 at 2000 and 16 at 3000. Is this the maximum limit that Ue5.4.4 can provide or is there a way to optimize it further?
When I think that at least 2000 enemies will attack at the same time in the final stage of my game (I’m making an RTS game), it is quite possible and unacceptable for the fps to drop to 10 levels with all the other content.
In addition to these, I usually make the detect system (ai enemy - player) by adding an extra collision sphere to the enemy and checking if it will be triggered by the things in the PlayerCollision layer that I created specially, but when my fps, which is normally 16 at 3000 ai, dropped to 1.5 as soon as I added the second collision, I realized that this was not a very possible system.
Is there a way to detect it outside of collision or will I need to make a radical change to the battle dimensions in the game I am making?
I know that Grand Strategy type games can usually overcome this because they use their own engines, but is there a way to implement this in UE5?
If you have read this far, thank you very much. I will read every answer with pleasure, so if you have even the slightest suggestion, I would be very happy.