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Optimization in Draw and GPU

I am hitting 100+ MS in both and 20 in CPU even though the game has no logic to calculate. I have no idea how to begin optimization and the documentation on it is out of date. Could I maybe get some tips and an idea of how to optimize the scene. Please and Thank you.

Can you post picture of your GPU visualizer?
Also can you post RHI stats.

You will need to re-build your lighting before you can get any good data from a profile. Build your light and re-run the profiler as right I can not be sure what is going on.

Here is with all the lighting rebuilt. Thanks for any help :slight_smile:

PS. Is overlapping UV’s a really big deal or just cause visual glitches? Like does it have anything to do with how the light actually generates and does it cause hiccups in the render time or anything like that?

Here is with all the lighting rebuilt. Thanks for any help :slight_smile:

PS. Is overlapping UV’s a really big deal or just cause visual glitches? Like does it have anything to do with how the light actually generates and does it cause hiccups in the render time or anything like that?

how about just stat rhi and stat scenerendering

hard to say but 999ms on HZB occlusion is definitely not right. If that were you would be getting under 1fps not 10.

I am guessing you just have way too many objects and it is taking forever for the occlusion pass.

Overlapping UVs is purely visual.


This one is a completely new empty scene

These are of the basic First person model (No edits made)

My system specs are as follows:
2nd Gen AMD Quad-core A10-5700 Accelerated processor
8 gigs of DDR3 memory
AMD Radeon HD 7660D

Could it have anything do do with just how simply poor my computer specs are?

Hmm that is odd, it doesn’t look like you are rendering that many polys ( ~800k ) or that many draw calls (few hundred).

Are you using lots of primitives set to dynamic mobility by any chance?

Anybody else see anything?

The fact that it says such huge numbers on AO is suspect to me. have you updated video drivers?

I am not sure what primitives are exactly but none of the objects or actors in the level are movable they are all set to stationary lighting. The drivers may be the problem.

Nope all my drivers are up to date.

No all of my drivers are up to date I just checked and made sure.

primitives are any objects in your scene. one blueprint can spawn many different primitives. I am talking about the mobility, not the lighting. That would be either “static” or “movable”.

You might want to do a pass toggling a bunch of show flags and see if any certain feature is slow. Ie… turn of static mesh rendering, turn off post processing… one by one.

If after doing that you are no closer to an answer, assuming there is no other major stat we missed, your best option is to begin binary searching the problem. That is a skill that every game developer needs to master as it is critical in so many areas.

Here is how I would start binary searching:

  1. Make new level.

  2. Profile

  3. Add your terrain material

  4. Profile

  5. Add a group of your static meshes (but only similar actors like all of one type of wall)

  6. Profile

  7. Add your grass

  8. Profile

  9. Add your trees

  10. Profile

Ok the actual objects or the order are not important. But basically you will be re-creating your scene one type of asset at a time. This will help you narrow down what exactly is it in your scene that is causing it. Also that include things like player pawn or game mode, enemies… basically everything. You need another step testing with no pawn no game mode, then turn that on too… if I listed all the steps it could go on forever.

The key is to profile after EVERY change and record the results so you aren’t second guessing yourself.