SceneCapture Camera performance - needs suggestions

gram-o-phone
Mon, 17 Feb 2025 07:24:01 +0000
Programming & Scripting

Hey there! I’m facing the following:

If multiple SceneCapture cameras for external mirrors are used in a pawn the performance is dropping terribly. My question is how to make them more effective. What I tried/considering:

The tick interval is set to 0.1 instead of 0. In fact, any float above 0 is making the render much more speedy but the video obviously becames laggy. It needs improvement as images should fade to the next instead of overwiting?

The foliage always shows, no matter how far the MaxViewDistance is set. I don’t really need the foliage at all, skipable if it gains significant performance. How to exclude?

If ShowOnlyList is used, how can I set the white/blacklist for those cameras? Can’t find it in the docs either. By tag would be great.

Render those cameras in lower resolution? The renderTarget’s output resolution has no effect on speed.

As I don’t want to create an A/B problem, the situation is: I have several vehicle pawns having external mirrors. Most of the vehicles has to have at least 3-4 mirrors so each camera renders and the ProfileGPU shows each camera render is nearly takes as long as the main view, leaving fps around 20ish while 60+ is achived if no mirrors. Actual mirrorish materials using PlanarReflection has the same problem I guess. Any recommendations?

Thanks for your time and attention!

3 posts - 2 participants