What is RHIT and why UE 4.21 runs so slow on mobile?

Hi!
I also found this… problem, and, actually, was able to speed up mobile rendering abit :slight_smile: Maybe it will be helpfull for you:

  1. Turn off HZBOcclusion - “r.HZBOcclusion=0”, it eats way too much
  2. If you don’t need occlusion culling - turn it off completely, you will get few additional milliseconds
  3. Use EmulatedUBs - “OpenGL.UseEmulatedUBs=1”

Don’t use textures (especially lightmaps) with resolution > 2048. Just… don’t :slight_smile: By mistake i had lifhtmap with resolution 4k, it ate about 10 FPS (42->32).
Check material complexity, you definitely don’t want to have anything red, especially with high overdraw.
For static meshes (if > 2) try to use HISMs, they help alot.
Use only static shadows, try to not use any stationary directional lights, they slower.
Of cource turn off PostProcessing and AA, they will kill FPS.

Using those simple configurations and rules, i was able to get ~32-40FPS on device with Mali-T860 MP2 and fully PBR scene with visible static triangles ~35-40k, and skinned meshes triangles ~80-140k.

If i’ll remember anything else, i’ll add.

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