Ok found the issue I think
Going to the Master and setting all roughness to Liner Colour sorted it, thanks for the pointers
Hello there! Really good assets!
Just want to ask about performance. Im getting a real hard hit on performance with just one or two buildings on scene… sometimes from 70+ fps to below 30. I cant seem to find the issue. Any tips on where I should look? Only happens when I have buildings of the set on the scene.
Hi Robert,
Thanks!
The poor performance could be either,
- You have multiple Static Mesh Editor or Blueprint Editor tabs open
- You have an old PC with not enough RAM or a slow CPU or GPU (mine is https://www.msi.com/Laptop/GT72-2PC-…/Specification 4 core 8 thread cpu, 16GB RAM). What’s yours?
- You are encountering a bug in the Unreal Engine
- Some assets can be optimized further
Also you could check out how to find which asset is causing the biggest slow down for you by going through the documentation here: https://docs.unrealengine.com/en-US/…ing/index.html
Also there are some official online courses on performance optimization within the Learning and Support > Online Learning menu option at the top of this page.
The assets can definitely be further optimized I must admit but if you combine meshes to reduce draw calls it will obviously remove modularity. If you open one of the blueprints you will see that each section of wall is a static mesh and there are many static meshes in the large buildings. Whole sections of each wall and the entire building can probably be merged, combined into a HLOD. I’ve never tried that but there is documentation available on how to do that. The textures can probably be baked to reduce shader complexity.
Best regards,
James
Hey, thanks for the reply. I may need help.
My system is an Ok/Average system with a 2060 super.
Im aiming for 55+ fps on play in editor at this stage of development, and im being pretty succesfull, but im having a hard time figuring out why these buildings are geting that much of an impact on performance. Ill show you.
As you can see, in the following screens I have stable 55+ framerate, just a bit above 15ms.
https://i.imgur.com/KPqqXZc.png
https://i.imgur.com/bHYOUBv.png
https://i.imgur.com/o0hlZQd.png
https://i.imgur.com/tK0d6rz.png
And here you see, with only the Inn in screen space, i get a hit of 7ms, aproximately 20 fps.
https://i.imgur.com/UQVYC91.png
I removed all light from the inn to test if it was the dynamic light, but in this screenshot there are no candles or fires in it anymore. Im showing the inn here, but it happens with every other house blueprint, except the small ones, where there IS a performance hit, but is not as bad. Timely I should add im on 4.26 version, so maybe its something on the new engine? Need to investigate.
Even when i get close to the Inn, with only it in the screen, the impact is the same. So im guessing its something to do with Triangles or draw calls. Any help in figuring this out is welcome. If I find a way to improve performance Ill get back to you, I hope we can find a way to optimize the assets and hopefully it can be in a future update.
Also, if anyone would like to contact me to discuss about this (or any other thing really) just reach me at discord. Robert Garcia#5891
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!
Is it possible to use a culling volume to cull the interior of building when outside and not being seen?, so the interiors onlt show as you enter
“When not being seen” means an object is not on screen. If an object is not on screen it will be occluded and therefore not rendered anyway, regardless of whether or not there is a CDV.
CDVs cull objects even when an object is “seen” and not hidden behind a wall or some other actor. Culled objects are not rendered and so the GPU usage is reduced.
CDVs also cull actors regardless of whether the camera is within them or outside of them. Smaller CDVs override the larger one. So you can set different culling values on a per building basis by use of multiple CDVs. The culling values of smaller CDVs could be slightly different to the larger CDV. This might help in situations where a particular building has more smaller objects than the average building and you want to cull them more aggressively.
If you are standing outside the building and looking through the window you will still want to see the plates and cups on the tables so you probably don’t want to affect their rendering based upon whether or not the camera is outside or inside the building.
This is my understanding of CDVs but I haven’t used them a great deal so please take my advice with a pinch of salt. I’ve just done a few tests and read the docs.
I know it’s early days. I just wondered if you had tried the demo level in UE5, it’s working fine I just wondered what might be best lighing tweaks to update lighting, specialy indoors. Shadows and indoors are almost middnight I douled the exposure to put more light in the darker erea’s just not sure if thats the way to go