Usually, my project consume much resources because I don’t care of optimization (LOD etc.). My Unity project is designed to do all the stuff at runtime for users. First, we wanted to use UE4, but the lack of C++ documentation killed me and I was forced to use Unity. Yes, I switched to Vulkan from the default DX11 because my complex application was frozen because of a very low FPS. I was surprised of boosting my project. I am sure the Unity Team made a great work in implementing Vulkan. I wish the Epic Team would do the same in UE4.
Because there is much stuff (very complex UI system plus editors for browsing and creating avatars, objects, panels, terrains, places and particles and many more; all with thousands objects and all done at runtime) on the huge scene, we got only 188 FPS now. But with directx11, I was unable to use me app. And Vulkan coped to render that. [ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_132491_1521273948278_608”}[/ATTACH]
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