Hey there! I’m facing the following:
If multiple SceneCapture cameras for external mirrors are used in a pawn the performance is dropping terribly. My question is how to make them more effective. What I tried/considering:
- The tick interval is set to 0.1 instead of 0. In fact, any float above 0 is making the render much more speedy but the video obviously becames laggy. It needs improvement as images should fade to the next instead of overwiting?
- The foliage always shows, no matter how far the MaxViewDistance is set. I don’t really need the foliage at all, skipable if it gains significant performance. How to exclude?
- If ShowOnlyList is used, how can I set the white/blacklist for those cameras? Can’t find it in the docs either. By tag would be great.
- Render those cameras in lower resolution? The renderTarget’s output resolution has no effect on speed.
As I don’t want to create an A/B problem, the situation is: I have several vehicle pawns having external mirrors. Most of the vehicles has to have at least 3-4 mirrors so each camera renders and the ProfileGPU shows each camera render is nearly takes as long as the main view, leaving fps around 20ish while 60+ is achived if no mirrors. Actual mirrorish materials using PlanarReflection has the same problem I guess. Any recommendations?
Thanks for your time and attention!