I managed to eliminate every other variable that is not Collision, disabling col you get great performance enable it and the game is back to “paused” stuttering.
I lost my mind trying to understand why…
List of eliminated possible causes:
1- Shadows
2- lighting
3- number of instances
4- textures
5- collision overlaps
6- performance overhead
7- differences in size maps
Collisions is the only variable that does anything to performance.
Can anyone tell me Why?
Or How do I fix it? My game is bricked!
I Already use that on trace channel, But It might actually be a good idea to make a really small radius around char that spawns collisions on the objects then deletes them when further away.
This would separate instance from collision but will cause issues like projectile weapons now have to spawn collisions around them as they go etc.
Also every mob in the game needs to have it or they will fall through the floor, which may cost more performance than I would like.
I still would love to know why the exact same game works fine in standalone but not packaged tho.
Yeah, rdInst also has a system to swap them within a radius of an impulse event to solve that one - but yes, I agree that the difference in speed there is something to work out - maybe 5.4 will solve things like this.
There is a good chance I will be using rdlnsl, due to not having any other choice, when the world is full of mobs generating collisions everywhere I imagine great many stutters in my future!
But thank you very much sir, for you have given me an option, I was hard stuck.
It was a bug in engine 5.21 Migrating to 5.3.2 fixed the issue, I broke half of my game mechanics but the game is now playable at least and everything else can be fixed!
If you have this issue on 5.21 just migrate, may be hard to get the game to the same polish level but its worth it.