Optimizing Draw Calls
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6
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11648
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March 8, 2025
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Static Mesh vs Instanced Static Mesh vs Merging assets
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0
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112
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June 18, 2024
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Reducing draw calls with atlasing -- does anybody care?
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10
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443
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January 12, 2024
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Draw Calls are high even though there isn't much in scene
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0
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290
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July 6, 2023
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Editor vs Build performance
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9
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4803
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June 17, 2023
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Is it impossible to keep Draw Calls low?
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12
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5255
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June 14, 2023
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Why do occluded meshes still execute draw calls?
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1
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897
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April 27, 2023
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Is 42,000 actors a lot?
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11
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1007
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February 11, 2023
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Extremely High Draw Calls
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26
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4632
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February 3, 2023
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What can be done to optimize Skeletal Meshes?
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3
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2342
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June 9, 2022
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HISM doesn't decrease draw calls, it increases it!
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3
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2202
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May 21, 2022
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Merge actor vs instanced static performance
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4
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5131
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September 27, 2021
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Different meshes with shared common materials
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0
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316
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June 27, 2021
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Drawcalls increas if there is less foliage visible
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0
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346
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June 14, 2021
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Landscape Draw call issues
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0
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519
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March 8, 2021
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Draw time value is too high
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0
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897
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February 2, 2021
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Trying to understand performance hits
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13
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1654
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October 22, 2020
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More than 255 quads in landscape component
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0
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450
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September 12, 2020
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How many draw calls per object?
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0
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1047
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July 9, 2020
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drastic fps drop when switch to vr
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0
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721
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June 26, 2020
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Do DynamicMaterialInstance cost drawcalls?
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2
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940
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April 18, 2020
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Why do my draw calls always take up to 10ms in VR?
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0
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349
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March 24, 2020
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Can I use the same material (& textures) for multiple, different meshes/objects to reduce draw calls?
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7
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3817
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March 16, 2020
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DX12 Draw call performance
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0
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795
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January 29, 2020
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Foliage vs StaticMeshActor Draw Call
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2
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818
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January 15, 2020
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Empty scene returning 157 draw calls
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4
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1586
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December 20, 2019
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Android UE 4.22 Auto instancing
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2
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587
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October 24, 2019
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Blueprint foliage performance
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0
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564
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September 30, 2019
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Does Empty Material Slot Cause a Draw Call?
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4
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1634
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September 24, 2019
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Many material slots = Many drawcalls = Low FPS?
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6
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6560
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April 20, 2019
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