UE 57 - New Procedural Vegetation using skeleton meshes and Wind Transform provider

Hello Everyone,

Hope everyone is doing good.

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.

Playing:

On Editor:

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.

Any help/advice/alternatives is welcome.

Thanks in advance.

Looks like is something in render thread:

cpu stall and wait taks, may be this is the issue, but i don’t know how to identify.

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

1 Like

Thanks for the input and great plugin.

But have you tested this new nanite foliage in 5.7?

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.

Maybe the issues is here in this visibility commands and this wait for tasks.

Your scene is near empty you really shouldnt be having any issue and around 120fps at 2k on a 4090/much more on 50x series.

Try checking overdraw complexity.

And either way set the option to calculate transparency in prepass if it’s still a thing on the engine you are on.

Lighting looks a bit horrible though? Not sure what is really going on. Maybe you have multiple light sources or bad settings on the skylight/light ?