Moore_Game_Dev:
That’s a pretty decent computer you got there.
With the stat scenerendering console command I can see that the draw calls stays between 0 - 2500 which is reasonable for a desktop PC game.
With the profilegpu command I discovered that a considerable amount of time is spent on lighting the scene. And by drilling down into the information I found there are many objects that are within the BP_Inn_A blueprint that are lit by the directional light (set to *moveable *so its fully dynamic lighting) that take up 4ms of time. Reducing the number of lit objects would obviously improve frame rate.
I’ve found that I can improve FPS by about 5, when viewing the inn at about the same distance shown in your screenshot, by
Setting the *Mobility *of all tables, chairs, small objects like bottles and plates to *Static *within the *BP_Inn_A *blueprint.
Dragging out a Cull Distance Volume , setting its size to encompass the entire level and using these values:
If you try this out, you can see which meshes have been culled by bringing up the console with ` key, while in-game, and then typing FREEZERENDERING . Then move around to the side of the house and you should see lots of culled objects:
With the Cull Distance Volume disabled it has to light many more objects:
I’ve also heard that FPS is lower in the editor than when compiling, cooking and playing the game (finished product).
Thanks for the reply, James!
Ill try that today. Just wanted to say that I made a copy of the Inn with no lights, so I pretty much ruled out the problem with the lights. Im still investigating what is causing me all that impact. Ill get back here when I have more info. Thanks for the tips!