Hi Unreal Community,
A big problem I have run into working on Open World Landscapes and games that feature Trees or Foliage - is the massively bad effect those Trees and Foliage may have on Frame Rate.
For example I’ve worked on some Game Maps where the Foliage Actors (including trees) were costing as much as 50-80 Frames Per Second, even with Lighting Built. That is a serious performance cost just for grass, flowers and trees.
As far as I understand the cause of this high cost on performance for Trees / Foliage is caused by Overdraw of transparent geometry.
In order to fix this problem I have developed a technique using Blender 3D to cut away the transparent geometry that is causing the Overdraw, and massively reduce the performance cost of trees and flower assets that suffer from Overdraw of transparent geometry.
So I’ve made a Tutorial Series to discuss this problem and offer the workflow / solution I have developed to fix it using Blender 3D.
This is a 3 Part Tutorial:
Part 1: Part 1 - Unreal Engine Tree / Foliage Optimisation. - YouTube
Part 2: Part 2 - Unreal Engine Tree / Foliage Optimisation. - YouTube
Part 3: Part 3 - Unreal Engine Tree / Foliage Optimisation Tutorial. - YouTube
In order to follow these tutorials you need the Addon for Blender “Select By Color” that allows you to select geometry based on its Vertex Color.
You can download that Addon here: https://drive.google.com/file/d/1yEo…ew?usp=sharing
Please Note: The optimisation techniques in these tutorials only apply to Trees / Foliage that are suffering from Overdraw of excess Transparent Geometry.
Please forgive the mistakes, I’ve made in these tutorials, and that they are a tad slow. But I hope they will be helpful for a lot of people who experience frame rates issues with Trees and Foliage.
Have fun with Trees and Foliage!
P.S. I welcome feedback and comments if I’ve made any mistakes. Cheers!