Not sure how that would happen… The RMC on its slowest parts is exactly the same as the PMC, but almost everything in there is just faster than the PMC. I’d be interested in seeing the profiling output to see what’s up.
Also as a short list of questions:
What UpdateFrequency are you setting (if you are at all) in CreateMeshSection?
Is this with/without collision?
How frequently are you calling Create/Update etc?
Are you using the PMC style API with its separate buffers per component, or the new one using the single array of the 1 structure?
1: That doesn’t really matter because when I create a mesh section I’m not updating it at all.
2: Yes, I am using collision - it seems collision or not the FPS is exactly the same.
3: Only once, when I create a quad it just sits there doing nothing.
4: Ummm, I don’t really know how to set up buffers in RMC.
BUT - this is mu setup for both
(Don’t mind the Create Collision bool being turned off, I was checking every configuration, always 6 FPS less from that angle, always less FPS from any angle)
Creating only 1/6th of the whole mesh I have 6 FPS less using RMC.
Procedural Mesh Component
Runtime Mesh Component
I have no idea how to debug this, check what the heck is going on, so, I’d be grateful for any advice here.
Ok, the reason for the first question was to see if you had it set to Infrequent, which underneath actually switches to a faster rendering path than the PMC, whether you had that flagged or not it should be faster rendering either way as the RMC fixes a couple issues the PMC had that degrades performance. You have it setup generally how I figured, so there’s no reason I can think of as to why it’s running slower…
If you’re willing, run the full profiler for each of the two and send me the results. If you’ve never used that before, open the console “~” and type… stat startfile …and then wait maybe 10-20 seconds and then type stat stopfile
then in your game project folder look in Saved/Profiling and find the two most recent files and send those to me either here, pm, slack.
Doublepost, YAY!
A quick update. Been working on the planets but something struck me. Would it be possible to make a skybox for the galasy as a 3D galaxy map?
Well, it’s Unreal Engine 4. Sure it would. This might work beautifully when we have a working world origin shifting in multiplayer.
Here’s a video of a working star map of a spiral galaxy with 90 000 stars in it. Each can be targeted, each has it’s own seeds for later star and planet creation. Gonna work on that later. It takes time to generate, like 10 seconds, but once moved to C++ it will be faster, as it only needs to be generated once. After that it’s just kept in the memory. Only the star vectors, the rest is generated on the fly - names, solar system properties, planets and such. Well, not yet, it is planned.
Again, quick update, probably will be changing the galaxy model to a more accurate one. After digging the internet found a way to create a galaxy using the density wave theory.
Looks legit.
And, no, no rotation in game, it’s way too heavy. I’m only interested in the shape and more less even star separation - this was the problem with the last model, there were places I could leave cause the stars were too far away. Maybe this one will work.
Hey @Z-enzyme, are you still working on this? I was going to start a while back, but real life is real life. Been planning to start again recently but there really isn’t a reason to reinvent the wheel (only difference for me is I don’t need procedural, I just want a couple hand made ones).