I’d greatly appreciate that. There’s a patreon link in my signature.
I’m not really sure where the bottleneck I’m hitting right now is coming from. I have a friend who claims his behavior tree set up can have 400 zombies chasing him in his vr title and still have over 90 fps on an i5 and 1050 ti combo. At this point, Utility AI Plugin isn’t yet batching/pooling the AI processes and isn’t multi threaded like behavior trees. Those two things alone shouldn’t cause the massive reported performance gap of the alleged 400 ai BT set up and the UAI set up.
If I packaged up a shipping build of UAI, I can run 50 ai at around 120 fps with volumetric fog, Post process, dynamic nav, eqs, and all the other resource eaters turned on; on an i7 3770k and 980 ti classified.
That being said I’m getting some incredibly weird results in the profiler when I look for places to optimize. You get the expected big three at the top of the list: skeletal, animation, character movement.
If you go into `stat game however the world tick time is freaking huge at over 50 ms. I don’t have a single thing, that I have made, with tick turned on at this point. So this is something native to the engine that is eating up performance? Simply looking away from the AI drops the tick time to nothing so what might that be then? something in animation? well that doesn’t make much sense because even running the ai without a mesh and animation shoots the tick time up.
I’ll save you the headache and say that the AI SIMPLY EXISTING at all causes the tick time to go up and substantially more when you look in their direction. Even without overlaps, mesh, logic, or literally anything that you’d be able to see from the blueprint side of things. This makes me think that something deeper in the engine is wrong here and it’s been driving me nuts for weeks on end now.