Spatial Profiler - Cannot fix Server Object Count

Summary

I was looking around at the new server option in spatial profiler, and noticed that object count, past 8k will make the benchmark say that its too much for the server to handle. Is world streaming taken into account into this, or is it global? Does the server actually behave like this, as if world streaming is off? How can we fix this on large maps?

I have so many questions, but I think for now this is an unfixable issue for us, and it is completely different than what memory shows and what the client object count benchmark is.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Open a large project
Run Spatial profiler and go far away from all condensed areas
Check object count and record
Note the color, stop recording, then switch to server, enable object count, and record again.

Expected Result

Colors of both categories match due to world streaming (?)

Observed Result

Colors are a lot different. Server object count has a far lower limit than client object count.

Platform(s)

PC

Upload an image

Hi Wertandrew,

World Partition Server Streaming isn’t enabled - all cells are always loaded on the server. As a result, the Spatial Profiler is accurately reporting the number of actors on the server.

The threshold values are the same for clients and the server right now. A recommended value has been set as the current threshold, but you may find it a bit more tricky to get under this amount on the server due to the lack of streaming there.

As I’m sure you know, not all actors cost the same, so it’s recommended that you take into account the object count data alongside data from the other metrics to build a more comprehensive picture of your island’s performance.

Bear in mind that the thresholds may change over time as the tool gets more use, and as we receive feedback from creators.

Thanks,
Nick

4 Likes

So to understand, in Fortnite BR the entire the map is loaded at all times for all players? I thought World Streaming’s task is to alleviate that stress, client and server. How does Epic handle large worlds (like the BR islands) with 60k actors if the most we can do is 8k props for the entire game?

3 Likes