Lunarix_1
(Lunarix_)
November 1, 2018, 3:25pm
3
ExtraLifeMatt:
You can use QUICK_SCOPE_CYCLE_COUNTER and get time values in the UE4 profiler.
Timing Insights in Unreal Engine 5 | Unreal Engine 5.3 Documentation
However, 100K Ray traces is never going to be performant. Even if you Async query them, that’s just a TON of work for PhysX to handle. If this is a meant for realtime, you may want to look at a compute shader or finding a way to better cull out objects before you attempt to fire a ray.
I know that it really lacks speed. I’m at ~70k in realtime. My goal would be 5 million… is this somehow possible, of course putting a lot of work in it?