hi all. I have an issue with performance in (what I believe is not a heavy) interior scene. when I hit play button and enter full screen, FPS count is really low (better if not in full screen mode). my guess is it has to be a lighting problem, but I haven’t had this issue so far.
I’ve built myself a setting for car rendering in Blender:
now I’m transferring this scene into UE4. it’s not my first interior project and I believe I know what I’m doing. well, obviously not since I run into problems. I’ll try to explain everything as best as I can. I want to make it look as close as possible to these renderings: almost no exterior light - only many ceiling lights.
- I’ve created a new level under FPS Blueprint template
- I’ve imported a car which is fairly hi-poly (around million polygons) but FPS is good with it and a temporary box brush for ground (no walls)
- I’ve created car paint material from here: http://www.caferaces.com/p/tutorials.html. main thing, it uses a SceneCaptureCube for real time reflections for that material. the guy said it could be performance heavy, but FPS is still good up to this point.
- with garage model added all is still OK (no lights yet, scene is dark, only light is coming from sky and directional sun through openings in wall - no windows yet)
- I’ve put static spot lights in corners and two in the middle of the ceiling so they are not overlapping (of course, every other light is going to be dynamic, due to the number of lights). lights have IES texture applied.
- car is set to be dynamic object
- furniture in that small adjacent room is set as dynamic (will change it to static)
- walls, ceiling and floor is set to be static
- now major light is coming from 6 static spot lights in ceiling with IES texture applied
- there are 4 reflection capture spheres in room
- static wall, ceiling and floor meshes all use 512-1024 lightmaps, and are low-poly objects (i.e. they don’t add much polygons to scene)
at this point when I hit play button and enter full screen mode FPS is really low. I haven’t measured it but my guess is around 10-15fps (on GTX770). obviously something in this setup is causing problems. I don’t think it’s polygon count. I haven’t even added materials to garage and other objects yet. am I having too much reflection spheres? do they not play well with SceneCaptureCube? performance is worse with lights than without them. I haven’t yet tried with other lights (dynamic) added. could it really be that dynamic reflections on car cause such severe fps drop with only 6 lights in scene?
I hope all of this makes sense. any info on possible solution is appreciated. cheers!
(can’t provide any additional screenshots, I’m at work until late evening)