Hi guys I created a level with a PGC and It was reaaally bad in terms of FPS.
I watched a couple of tutorials and optimized increasing the world offset and a couple adjustments to the lighting. I am quite happy with it as now it runs with 70 fps. However, it takes around 15 secs to save the level and also to play the game itself when before it was instantly.
I tried to recreate the level and it has to be with the PGC itself as when I remove it comes back to normality. Any ideas if there is any way to optimise it?
sorry how exactly? I am using nanite so my understanding is that is not using LODs ?
I am a bit newbie in terms of optimization, any recommendations please?
LoD’s aren’t then end all be all to optimizing meshes, nor is using Nanite. You can still go through and reduce tris/verts where they aren’t needed. Some meshes shouldn’t even be used with nanite. It can be the case that they are better suited for LoD’s.
There’s also material clean up, reducing shader instructions and complexity where possible., Texture packing, atlases etc.
Reducing texture sizes where applicable can be extremely beneficial to load/unload times. Reducing draw calls, will increase FPS and general performance.
You should really take a look at this thread.
Nanite has a fairly specific use case. In almost all situations you are better off using traditional methods (LoD’s etc).
Hi Rev0verDrive, thanks again for taking the time for such a detailed explanation. It really helped and I wasn’t even aware of atlases so I will definitely look at that.
I thought that I was meant to use nanite almost every time but it is really good to know that is not correct. Would it be OK to think of using nanite for those meshes that are very likely to repeat (like those I use in PGC or landscape painting) but for the rest of the meshes using LODs?
Depends on the poly count of the meshes. Nanite has overhead. It’ll hit performance a bit. It’s mainly for very high poly count meshes. Say a scene with billions of poly’s. Each mesh having 500,000 or more. More, like million poly meshes is preferred.
If you aren’t going for that level of detail (not good for multiplayer), then going traditional is more than likely the better road.
You have to weigh it yourself. Nanite performance vs traditional.