Now i am even more confused than before! I have an empty persistent level and all of my currently imported levels are unchecked with exception of my main menu that has only 29 actors.My cpu usage is at ~80% and my framerate is at 34fps(!) as seen on top right corner.I am no expert but i think scenerendering profiling shows nothing to worry about.
What is causing all cpu and gpu meltdown? Do actors that are unchecked (invisible) have an impact on cpu usage?
Last night i was trying to figure out what is best approach for creating a “big game” (meaning not tappy chicken ) in Unreal using new paper2d . Up until yesterday and before all performance hit i got from streaming levels i thought i had everything figured out. Just use my sprite tiles (since there is no tilemap support yet) to create my world. In my book there shouldn’t be any performance hit for my game since they are pollys and gpus eat them from breakfast. In my previous 2d game engine something like would be catastrophic.Why? Because GPU would have to make a million drawing calls,something that they are not very good at.So their solution was to have a tilemap editor that was smart enough to batch render anything that was a duplicate in close proximity. That could reduce draw calls and improve performance up to or even more than x100 times.
will your tilemap system work same way? Will it be considered as one sprite no matter how many tiles i have on my level?Could you please give me (or any other developer out there) some advice on how to trend since i am sailing in uncharted waters? I love my tilemaps because they give a distinct visual feel to my game. But is Unreal ready to handle something like ? From my aprox 35000 actors that i have in above scenario 90% are same 150 sprites.Do you guys have any plans to optimize engine for it to be able to handle something like ?
Thank you!