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SQUAD optimisation results

Hello everyone.

Today I was playing SQUAD (http://store.steampowered.com/app/393380) again and it provides acceptable framerate on my mid-level PC (GTX760,i5) on Epic settings now. About 60FPS on regular maps, about 45 in forest maps. As far as I know they used fully dynamic lighting and Ray Traced Distance Field Soft Shadows (probably DFAO too).

At the same time I am trying to get good performance with open world map with foliage on my PC - it is seems almost impossible. You could tweak LODs, billboards, procedural placement, lighting and shadows, maps design, overdraw, etc - it is still bad (best case - 30 FPS on winter map https://cdn.discordapp.com/attachments/117189132270174210/156451699538526209/unknown.png)

So… Anyone have idea how they able to achive such good performance?

I think you’ll get better frame rates after packaging your project and running the stand alone version with the editor closed.

it is strange, but I getting 1-2 FPS less in shipped build…

Generally since you are using Koola’s assets, I can only say that he wasn’t worrying about performance at all when he was making those.
Other than that, I don’t know why but I just know UE4 is generally very bad with handling foliage reason being I do a lot of work in cryengine, most often 10 times more foliage there in a scene but no fps drop. I hope we will get to know why some day. :slight_smile:

It is not Koola’s assets (except of snow), so they have proper LODs and lightweight materials… And I have tried to tune it lot of time. Oh :frowning: