Significantly worse fps with RVT

So I am currently working on a project and currently working on the landscape and created a beautiful auto material for it but would limit my fps to 120 even with max fps cranked up and began to optimize it, and decided to incorporate RVT as it will make future development easier on other aspects of the project. And while the fps was acceptable the shader complexity was bad not horrible but bad. Since implementing rvt i have now made shader complexity all be green and lovely, but now my fps is way worse now and caps out at 70 with the only change being rvts. And absolutely stumped in what to do or where to look.

Also the overall quality is really bad and looks horrible to the point that its something i don’t think i want to use.

Someone please help

You’re probably running into some kind of memory issue.
Here is info on the VT memory pool and debugging.

It definitely seems like a probable cause and haven’t touched the .ini file yet any recommendations for this

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sorry for posting the whole ini file but feel like ive done something wrong

There is no benefit in using RVT on a single landscape unless you have texture files above 4k.
And even then, the benefit is insignificant.

for one of the things i am using it for there is a massive benefit to using it and at the scale of the landscape too

The scale has no bearing on it.
The landacape layer paint doesn’t use RTV nor does anything else unless you set it up for it.

The only possible benefit, again, is when you have massive texture files and you need to procedurally load in only what is on screen.

To a regular landscape - of any size - the benefit is none. Its actually a higher cost.

If you have custom meshes as landscape tiles, and each of those is powered by huge textures, then you’d have some benefit from it - still pretty miniscule MS count wise.

Memory is a definite gain. But mobile (where the benefit would matter) can’t really do much if using landacapes anyway.

Re your frame limit.
Delete all files that need deleting in /saved (look up what). And re-compute all the shaders.
See if its some hiccup with processing.

If its not, then i’d wager you did something silly while messing with UVs to reduce the complexiy.
Maybe you caused some needles recursion by mistake or generated some sort of race condition that’s hindering your performance.

Test your base load on an unoptimized material.
Put your max number of textures in, have them all paint up until complexity is well within red.
That being your worse possible performance - make decisions based on it.

For instance, 6 paint layers on the same landscape compoent are generally the leading cause of an unplayable game/level with performance dipping belo 30fps.
To cure that, you make it so that its not possible to load up more than 5 or 4 or however many you can get a steady 60fps minimum on.

You design things that way - with a benchamarked purpose …

well it was in red before when i tested before the changes optimized down to just below red and then decided to adopt RVT for the next part as there is some dynamic rendering logic i require where the performance from rvt would help.

the complexity has now improved well into green and behaves as needed, but it seems to be making calls to the gpu that seems to be taking 4 to 5 ms to perform, it seems to bottleneck while using rvt vs the traditional way

Any sugguestion in tracking down the bottleneck?

I don’t think you listed the engine version you are on.

The latest .27 should have a drill down tool that’s not the same as the gui info you have on screen.

With that tool its possible to look at where the cost is, and drill down into the section to pick out the culprit.
I believe its part of the standard profiling tools, but don’t quite me on it.
Haven’t used the engine in far too long due to their performance (or lack of care on perfoemance).

Still, the tool was able to drill you down pretty close onto the actual cause as far as I remeber from usage…

Currently on 5.3

I believe i have found my problem and it was using Virtual Textures in Runtime Virtual Textures which I have no idea why this causes such a performance hit but this seems to have solved it for me

Recursive nomenclature != recursive code usually… But I guess in unreal it does?
Glad you sorted it.

Yeah makes sense when sat down and looked at it, things like this needs a utility widget made by unreal/someone to fix silly things like this, maybe unreal is looking at using VT in RVT down the road

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