Hello, I’ve been battling a performance issue all week and hoping someone else might have dealt with this already.
I have an 8km world partition level.
I use instanced static mesh & the procedural foliage tools throughout the landscape.
In editor, everything runs smooth.
If i build the game without foliage, everything is smooth.
Using foliage, there is hitching in the built game. My best guess is distant foliage is being loaded into memory.
Even if i drop culling distance to something insanely low, the hitching still occurs.
I have been able to minimize the hitching a bit by reducing the foliage grid size, which requires a commandlet and often errors out when not used on a newly created level.
I’ve rebuilt my level a few times to test various things.
I plan to test if this happens with non- world partition level, i assume it won’t because everything should load into memory at the beginning.
And I’m still testing different types of foliage assets, lods, shadows, materials, etc, but it really seems to be a streaming issue.
Am i missing a streaming setting? “Block when loading” is not checked either.
Also there seems to be no setting for foliage loading range? Whereas the partition grid has such a parameter.
Thanks for any ideas.