Have someone tested the new nanite foliage using procedural vegetation editor with the skeleton meshes and wind transform provider?
I’m facing strange behavior when using with wind enabled, i’m testing to see if i could gain some fps compared with the old foliage system, but i having the opposite results.
In my scene not all the foliages has the wind system enabled (all grass is disabled and fully nanite geometry), but its a big area 1.7km x 700m (212k objects)
1 - Low Gpu usage on editor , even worst when playing and getting low fps.
Seems i having a bottleneck, but don’t know where or what is causing, i suspect the wind transofrm provider and the trees using skeleton meshes could be causing this.
i’ll try share some profilling images:
I saw a lot of gpu wait, but i really don’t know what look to indentify the bottlenecks.
The skeleton meshes themselves are likely a bottle neck.
Foliage is supposed to be static only, and locally replaced with meshes based on distance from player similar to my plugin. DynoFoliage: UE4 Interactive Foliage
No, and nanite is a bit different to the point I’m sure the plugin wouldn’t “just work”. You’d have to develop something that works with nanite, if nanite is even ready for production, which it likely is not.
I replaced the skeleton meshes, however still having bottleneck, gpu not being used correctly, around 80% and cpu 40% , lookin to stat unit the draw is closed to frame, looks render thread bottleneck, i’m trying to underser the unreal insights, because, i believe i can have better frames solving this issues, but can’t figure out what is, still digging this tool.