Hi @Krzysztof.N ,
I have a quite complex scene in which, after just adding some ceil fans (less than 10), it was tanking the performance.
I have been testing in a separate project with tons of lights and fans (~300 of each) and, without the fans, it runs smooth. With the rotating fans, it kills the performance, and I don’t think it’s because a lot of ticking actors (just 300). May this have any explanation? Is this as intended? Maybe some kind of cache invalidation?
In this test project I needed to add a lot of fans to tank the performance, while in my real scene I just needed less than 10 (and those were almost the only ticking/moving actors). Maybe it happens when the scene is already a little heavy, with many actors, even if static, I don’t know.
In addition, VSMs doesn’t seem to be affected by this (even if the performance is much worse, of course, due to the high number of lights).
PS: This is how I am turning the fans. As you can see, after 5 seconds, I turn them off. Do you see the Avoiding variable? I stop them only setting that variable to 0, so the actor and the timeline is still ticking, but the performance recovers good results. I mean: I think this is not due to CPU load because of many actors ticking, as they are still sticking, anyway, but setting a value of 0. Am I right?:
Oh, and it happens even if the fans are hidden in game, so there are not any visual change in the scene.
Thank you!