I was wondering what the plans for performance are? I am having great difficulties getting acceptable performance going on my PC, which is pretty much the most powerful PC you can reasonably expect gamers to have (Win7 64bit, 32 GB ram, GTX780 Overclocked edition [on par with a Titan in performance almost], 4 Ghz Quad core Intel, latest 3D card drivers).
I ran a comparison between UE3 and UE4. Same scene, same meshes, same lighting (A dom dir light with no cascaded shadow maps in UE3 vs a Stationary Dir Light with no cascaded shadow maps in UE4). The resulting FPS difference is huge. Nearly half of what UE3 delivers.
In Solus my FPS plummet heavily. I think it is a combination of a few features, and not just one specific slow feature, but still. The whole thing is so very slow. I tried building it in the most optimized way, and I have a powerful PC, but I can barely get over 30 FPS if even that.
This scene renders at 30 FPS at best. It has only 2900 drawcalls in view. It has no particles present at all. The materials are medium complex only and of a complexity you’d be able to accomplish in next gen. The foliage was set to 200 instance clusters. They have no shadow casting (doing that saved lot of FPS actually - was much worse first). Foliage has cull distances set to a quite close up range.The sunlight is moveable directional, and has 3 cascaded shadow maps. However the fade out range is 6000 only rather than the default 20 000. At 6000 it is quite noticeable, but at least it saves a few FPS. It is however still very slow.
If you look at the primitive stats I don’t really have that much going on. I do not have LODS on meshes, something I intend to do later, but still. It should be able to manage that on a PC this powerful and a level this tiny.
The level is really small, what you see is all there is to it. Let alone if I build serious UE3 size levels?
Replacing almost everything with a default material and removing all foliage still only results in 31 FPS.
At this point I have near no materials, no foliage, no particles, only three translucent surfaces in the entire level, just one directional light and one stationary pointlight, no post process blendables, no reflection capture actors, I use Gaussian blur only, and a landscape that LODS heavily and was made with a quite small size. And yet I got still only 31 FPS.
We discussed this on the Rocket IRC channel the other day and someone ran Unity comparisons:
Rocket
[16:00:19] [Raven67854]: 343 lights all set to moveable FPS is at 38 FPS
[16:00:23] [Raven67854]: no shadows
Unity
[16:07:26] [Raven67854]: with 1024 spotlights in Unity3D looking at the entire scene
[16:07:32] [Raven67854]: no shadows casting I get 41 FPS
[16:12:40] [Raven67854]: okay so inside of Unity3D I set all postFX on. AO/AA/Bloom/Motion Blur/Sun Shafts(not used but maybe it will hit performance)/DOF and HDR
[16:12:47] [Raven67854]: Same FPS actually
I don’t know how accurate his test was, and I am sure there are more additional values and parameters, but the point remains it just feels slow. I feel like I need to go at great lengths to get it anywhere near ok performance wise. Things like lit particles are all fancy but at the moment I am trying to make everything as simple and optimized as possible, I just cannot consider using many of the new features because of performance. Kind of beats the point of having it all of it…
What is the current status on optimization and what are the plans?