Hello, I’ve been working with Unreal for a while but have some performance questions I can’t seem to find anywhere else.
Do these have a big impact on performance? I was planning on making a ‘Wet’ function+collection and plugging it into the metallic+roughness of nearly every material in my game.
This way when it rains, all the objects will appear wet. What sort of performance impact will this have?
Texture Samplers vs Lighting instructions
I’ve created a function that parses a texture atlas but requires more lighting instructions. I can put a ton of extra stuff on the atlas but then I’ll have to call the function more often.
So what type of performance will I get with 5 Texture samplers + 120 instructions vs 10 Texture samplers + 80 instructions?
- Static Vs Dynamic
I’ve heard that fully dynamic can sometimes run better than baked static lighting but I’m not sure when/how. I want to have certain areas have different sun angles but the areas are streamed in. If the lighting is baked but at different angles, will it work properly if I move the sun/light to the proper spot when the levels are streamed in? Or will they need to stream in their own light source to keep the baked lighting working. Also, would it be better to just have pure dynamic lights here?
Will there be a performance impact for using many small static meshes (such as individual walls, floors, etc) to form a larger object, vs creating the entire object as one static mesh?
We’re creating our organic areas (cliffs, hills, rock walls, etc) using tons of Spline Meshes, since they can be warped and skewed. Do static spline meshes have any performance impacts over regular static meshes?
Through both C++ compiling and Unreal Packaging, choosing ‘Shipping’ instead of Development seems to only remove the console without making any performance improvements. The game also minimizes and snaps to windowed/fullscreen instantly as if it were being stretched instead of properly adjusting my resolution to the game resolution like most games do. Am I missing something here?
Lower end PC’s
7. A very basic scene using spline meshes to create cliffs (basic materials) runs quite poorly on lower end PC’s. Is there anything else I can check to help improve it’s performance? I’ve already disabled the post processes from the Rendering tab in the settings.
Any info on these questions would be very much appreciated.