No doubt UE4 is powerful but not without cost, that cost is performance. It’s also no secret that UE4 runs poorly on low-end pc and mobile. I would assume one reason for the poor performance comparing to other engine is the lack of dynamic and static batching support on engine level.
While Instanced Static Mesh is great for environment setup, it seems not quite useful for gameplay elements and not helping on reducing drawcalls for Android and Pre-Metal iOS devices according to @RCaloca’s post.
It would be great that all the wizards and heroes on the rendering department could show up and give more love to mobile and other low-end platform.
Or it might be a good idea for a community project to add batching support to our beloved engine?
- Draw Call Batching from Unity Documents
- @DanielW talk about StaticMesh vs InstancedStaticMesh](Instanced Rendering - Rendering - Unreal Engine Forums)
- @RCaloca talk about current state of Instanced Static Mesh support on mobile](Instanced Static Mesh on mobile? - Rendering - Unreal Engine Forums)