We are currently using a lot of Translucent materials for our environment and Particle Effects and the Translucency Cost has become very Heavy. Any Option or Method, In the Rendering pipeline, to Reduce the cost without much visual compromise would be very helpful for us. All Suggestions are much appreciated.
Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into how to improve your translucency performance for you.
Can you please run the following console commands and send us the profile output?
```
r.ShowMaterialDrawEvents 1
r.EmitMeshDrawEvents 1
ProfileGPU
```
The guide for Epic Pro Support submissions can be found here: [Content removed]
Hello Stephen,
Thank you for the Reply.
The below GPU profile Data is taken from the Editor where the Translucency cost [~4ms] is much low compared to the Translucency cost[~36ms] in our Targeted Platform.
Hello,
As you say, the ProfileGPU output from the Editor does not show the issue. Can you please share the output from the target platform?
Instead of being a profVis file, the output will be printed to Log. Please remember to redact any confidential pass names, either from the target platform or your product.
Please capture a worst-case scenario for us.
In addition, can you answer these questions so we can best help you?
- Are you using translucency scaling? (“r.SeparateTranslucencyScreenPercentage” or related CVars) If so, are you also using dynamic resolution for the translucency? (“r.Translucency.DynamicRes.*”)
- Are you using Order Independent Translucency?
- Are you using parallel translucency? (“r.ParallelTranslucency”)
- Are most of your translucent objects meshes in the world, particle effects, or something else?
- Are you using volumetric effects? (Volumetric Materials, Fog, and Cloud)