About a week ago I posted a question on Answerhub about performance, at the moment the game I’m working on is an openworld RPG. Which of course is a huge feat but we have a decent sized team, the major struggle all the way through has been performance.
So before we scrap the game and do something lightmap / level based, I was wondering as a last ditch attempt if anyone can weigh in?
Our target specs require our game to run 60 FPS on a GTX 470 and look decent, if you drop scalability settings below medium the game looks pretty poor. On Epic it looks… Well Epic. I’ve had a lot of performance issues with UE4 in general, Sci-Fi corridor on a 780M @ 1440P runs at 20FPS on medium settings and even less on reflections demo, cave demo, elemental, our game runs about the same except our game is massive using dynamic lighting / RT shadows which is a surprise really.
I’ve messed around with LOD’s, scalability etc. but it doesn’t really have much of an impact.
Bare in mind I’m from a Unity background really and this is how I’d make a scene “production ready”, I’d use Umbra to bake occlusion. Modify the amount of cascades / shadow quality to boost performance (in their (scalability settings)), scale specific things like detail resolution for “grass planes”, change pixel error of HM if it helps and base map distance. I’d usually use the likes of static batching which always helps ALOT, control billboard distances on the fly. Which ultimately brings everything back into order…
Maybe you can do all the above in UE4 and I just don’t know or understand the way it works? But it would be nice to discuss some of these features or we can come up with some solutions, any help appreciated.