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[Question] Slow performance dealing with large numbers of actors

We are working on a visualisation project that requires representing the position of over 10000 elements. From basic testing, it appears that even having an empty actor with nothing to be rendered is causing a huge hit to FPS. I am not an engine expert so I'm not sure where to start looking for working with a large set of data such as this.

Thanks,

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asked Mar 11 '14 at 05:37 AM in Everything Else

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ue4-archive ♦♦ STAFF
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Have you tried instanced static mesh compoent?

You should be able to reach 10,000 just fine

I got to around 8000 without too much trouble :)

4000 was cruising :)

Instanced static mesh component means that you are rendering all those 3D cubes (which can represent your data) in 1 draw call as they are considered as one actor.

Here's a pic, where I created and attached actual 3D cubes to represent the 4000+ verticies of a complex rock (rock comes courtesy of UE4 demo cave)

alt text

Rama

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answered Mar 11 '14 at 05:37 AM

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ue4-archive ♦♦ STAFF
49.9k 3665 1991 9118

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:37 AM

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