Hi.I’m making a tower defense project.I would spawn 100 enemy and 10~20 towers in the level.every unit has 1k~3k triangles. And the landscape is very simple.just several trees ,grass and rocks.
By default the project setting is set to deferred rendering.I heard about that forward rendering is more performance?and I did a little experiment to turn it on.but After that unreal has to compile shaders for 30 min every time I open the project,unless I turn back to deferred rendering!
In my opinion deferred rendering is a good default and you can still get excellent performance if you understand the fundamentals of optimized content, simple shaders, and perf profiling. Several years ago I was looking into Forward Rendering and got worse performance trying to get MSAA to be as smooth as TAA.
If you’re targeting supported platforms, lean heavily on Nanite and Virtual Shadow Maps.
The 100 enemy units will have most of their cost come from animations in my experience. Be smart with skeleton LODs and animation sharing, or put in the work up front to bake them into vertex animated static meshes.
Hi,sir.thanks for suggestion.i changed back to deferred rendering now but I meet a new problem.
Here’s the link to the topic Screen flashes after I put a decal in the level!
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