Poor collision performance with procedural foliage

I’m getting really poor collision performance when using the new experimental procedural foliage tool: http://i.imgur.com/VaMhHMP.png

Foliage settings: http://i.imgur.com/ZpRqVKa.png

Same map with hand painted foliage meshes: http://i.imgur.com/sP4em6b.png

If I don’t use procedural foliage and just paint the foliage the “normal” way (by dragging the mesh into the foliage tool and paint away), I get much much better performance even with collision set to “block all”.

Am I missing something?

I also get some kind of log spam regarding broadphase collision detection:

[2015.06.26-17.12.33:854][971]LogPhysics:Warning: PHYSX: ..\..\SimulationController\src\framework\ScElement.cpp (95) 32 : Unable to create broadphase entity because only 32768 shapes are supported
[2015.06.26-17.12.33:854][971]LogPhysics:Warning: PHYSX: ..\..\LowLevel\software\src\PxsAABBManager.cpp (541) 32 : A PxAggregate has exceeded the limit of 128 PxShapes. Not all shapes of the aggregate will be added to the broapdhase

(400 MB worth of log during a minute of PIE) log.

Hi jonimake,

Posting here for clarification as well. I’m going to close this thread, however it is because I’d like to keep all of the information about this particular bug in one place. Please continue this conversation here: