I’m looking to see if anyone else is in this situation, and what they did:
I’m working on an overhead project (ARPG.) Most of my meshes are fairly low polygons, and never need to be super high. Many modular wall pieces are very low polygons, and many of them are used with level instances and packed level actors. I’ve found that level instances seem to be by far the easiest method to create/modify prefab buildings and structures.
However, I’m finding this vicious cycle on advice for performance…
What I am using (and require):
- Lumen (required)
- VSM (preferred)
- Packed Level Actors (preferred for certain objects)
- Low polygon meshes that never change their poly count, so that every triangle lines up exactly all the time (required)
Here’s where it gets confusing…
Some info that I’ve learned or found out myself:
- “Virtual Shadow Maps work much faster with nanite meshes”
- “Low polygon meshes are slower with nanite”
- “Packed level actors require nanite in order to generate correct lumen surface caches”
- “Lumen works better with smaller (or modular) objects”
- “Pre-merging meshes (for buildings) into 1 mesh reduces draw calls, but works terrible with lumen accuracy and performance”
When you read all those facts, and my requirements… it feels like a dog chasing it’s own tail!
“Lower performance to increase performance to lower performance to increase the performance of the lowered performance that increases draw calls, so that the performance of the lowered performance object can perform faster.”
I can’t even imagine how many steps I’d need to do to profile all of this correctly.
So I’m wondering if anyone in a similar situation has settled on a clear choice?
TLDR: Is enabling nanite on low polygon meshes worth it, if it increases performance in other ways? (and increases lumen accuracy)