I have a question about performance in UE4 that I’m quite sure what the answer is, but I wouldn’t know quantitatively how right or wrong I am. Let’s see if someone more knowledgeable than me can shed some light on this matter, fingers crossed!
So at the moment I have a billboard of a tree, consisting of two intersecting planes, that I plan to scatter across a square kilometre of terrain. I can do this through two different methods:
1/ Scatter it on a 3d editing software such as 3ds Max or Blender and then import all of those scattered billboards as one object into Unreal.
2/ Create a blueprint in Unreal which scatters one billboard on many different spawn points according to a CSV which would feed the position, scale and rotation for each billboard.
What do you think is more efficient? In my head the static mesh from option 1 is way more efficient, as I would have one single draw call for that object in Unreal. I’d love to hear your thoughts on this though, and see if someone can shed some more light into the matter.
Thanks in advance for your time reading this