Mutable Cyborg Project - optimization? RTX 4070 gaining 24-30 fps on "high"

I’m only gaining 20-30 ish fps on the Mutable Demo Project on “high” settings. I’m using a RTX 4070.

Is it because it’s generating 250+ random instances? How well is this plug-in actually optimised? And do anyone know if it’s game_ready?

It is really early alpha, it crashes, makes my character disappear etc. So do not use it in anything that you want release in next year or so.

However:

  • you can bake skeletal mesh instance into skeletal mesh
  • you can make blueprintable editor tool to create those meshes
  • then use baked meshes in game (unless you want in game character creator)
  • if you want in game character creator, then let player make instance, then bake it in game then use that baked one (however i did not try baking mesh in game during runtime yet)

And read/follow documentation on epic doc pages. This whole plugin (when finished) is designed to IMPROVE optimizations in big crowds. Dress up doll/mesh is just side effect of that.

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Yeah I’ve created af loadout menu(like COD Warzone) and a character customisation menu(Like The Finals), and I wanted to know if mutable would be a better option.

So far the loadout menu is working great, but it doesn’t merge all the attachments to the weapon, which would be nice for optimisation.

And especially the character customisation → to be able to remove vertex groups that arent’ visible that would make my process of creating assets in blender easier and the files size smaller

Well mutable plugin is not yet ready, you can always bake instanced mesh which will improve optimization. However for just a weapon most addons do not need to be skeletal meshes, you can simply snap static mesh to some socket. For character yes skeletal mesh is a must.

So it all depends when you are planning to release game vs when mutable plugin is production ready.