As seen in the video, going inside the sweat insurance building in the parkour template causes the editor to slightly lag at times. Given this is a low memory project, I imagine it will be worse on higher complexity levels (FN wasn’t running in the back). There is also no way to lower viewport display settings, for lower-end devices never mind, the editor scalability button handles that (top of viewport). Attached dxdiag. Test was run in a gaming laptop.
DxDiag.txt (103.3 KB)
The editor may lose some frames now and then, as we don’t prioritize frame rate of the scene viewport, but instead prioritize responsiveness of the UI. The memory gauge isn’t really a 1:1 gauge for how much a scene is taxing the GPU or CPU, there could be very a very memory efficient scene that still issues a lot of complex commands to the GPU or some game logic running that is very expensive for the CPU, etc. The scalability setting of the editor there looks to be set to “high”, setting that to “medium” or “low” should reduce rendering complexity and speed up the viewport rendering.
Thanks.
Yeah I found those settings later. I ll need a bigger project to test this, to see how performance performs. More on that when I have a use case.