I’ve been developing a game for several months that is set in a forest. Unfortunately this means that performance has been an issue. Before I continue implementing features in the game, I’ve been working on optimization.
So far my biggest issue has been with trees and I’m sure this will be compounded when I add more foliage. I’m using lumen and nanite and have seen gains with nanite due to the density of my forest. I’ve optimized lumen quite a bit already and that portion of things has performed much better. It seems to me that the biggest performance drain is world position offset that is being used for the trees to make them appear to react to wind.
There are still plenty of things for me to learn but I have reduced shader complexity of my trees and set the virtual shadows to rigid for them as well. It’s a night scene so I don’t truly need fully dynamic shadows. I have optimized LODs and culling distances, as well as the WPO disable distance. This gave me a boost but it’s still pretty rough.
Basically, I’m looking for a way to reduce the performance cost of world position offset. The trees would look odd if they weren’t moving. I appreciate you for reading this far!
submitted by /u/fabiolives
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Unreal Engine