Can someone explain to me what this is, and how I can fix it. (I can not track down the cause of this issue, I only know that it worked without problems in another game that I made, and for 6 months in this game.)
If I cent get this fixed, I cant finish the game (there is no reason to release a game with performance this bad.)
I guess a lot of the scene is set to dynamic, including the lights.
I recommend using Stationary and Static Objects, this will bake Lightmaps (precalculated shadows)
You also have a lot of Mesh Drawcalls. You better reduce the Drawcalls by using Instanced Static Meshes and batching Meshes together.
It says that you’ve got 2400 lights and 3000-6000 draw calls. Well there’s your problem. For the lights you can remove a bunch of them if they’re not necessary. Then again if they only cover a small area maybe you can have lots of lights. Never heard of 2000 though.
All static lights, besides a few movables and the sun/sky-light.
mesh drawcalls are high, but that is not the limit.
I am pretty sure that i do not have 2400 lights, unless the engine is duplicating them. (Just checked it, no duplication going on, all lights together are 170 <- this is waaay less then my other game, and that still runs better, around 2x the fps)
The actors are (mostly) merged already, I am currently at ~1000 meshes - i am still working on it.
But that does not explain why I suddenly got half the fps i usually have, without changing anything. (for a short time today i had my 80 fps again, but after packaging the project everything was back to “sub 40” fps.)
Even if i remove all lights, i only have 1 ms less “lighting draw” - i removed everything, sun, sky-light, point-lights.