Should I optimize my scene with many translucent objects using Surface Translucency Volume and a low triangle count if the performance seems satisfactory in Unreal Engine?

In Unreal Engine, I’m working on a project where I have created a map where numerous objects are rendered with the blend mode set to “translucent” and the “Lighting Mode” configured as “surface translucency volume.” However, these objects have a relatively low triangle count.

So far, I haven’t encountered significant performance issues, and the game appears to run smoothly. However, I’m unsure whether I should attempt to optimize the scene, given the rendering settings of these objects and their low triangle count.

My question is: should I consider optimizing the scene, even though the current performance seems satisfactory, taking into account the presence of many objects with a “translucent” blend mode and the use of “surface translucency volume”? Are there any specific recommendations for dealing with this situation?

I’m Using unreal engine 5.

I’m pretty sure the transluency is calculated at a pixel level, so I don’t think have low poly objects enters into it.

A lot of translucent objects is defintely bad, but it really depends on what sort of frame rate you’re getting, and what your target hardware is.

I understood. I think I’ll use some transparent objects on the front and others without transparency. My focus would be The Nintendo Switch and computers. Something that runs around 60 fps and up.

I’m using objects with 118 triangles with PBR materials from Substance Painter.

Thanks a lot for your reply!

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