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Batching on mobile

Hello guys,

We are creating mobile racing game on UE4 with high end graphic. AFAIK for now mesh instancing isn't supported on UE4 for mobile, so the only way to reduce the drawcalls (if it is necessary and we're sure that our CPU is stalling) is batching meshes with similar material. I'm curious is it implemented in the engine core? Or we should connect our meshes with degenerated vertices?

Regards, Oleg

Product Version: UE 4.8
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asked Aug 12 '15 at 06:04 PM in Rendering

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avatar image Xenogenik Sep 12 '15 at 04:26 AM

I am also keen to get some info on this. My project is also a racing game and I plan to provide an ingame track editor, allowing players to piece together their own tracks from modular chunks. While instancing is apparently supported on mobile, it' required hardware to support it and most mobile GPUs used by people do not have this feature set.

I've ran tests using UE4 and Unity. With Unity, I am able to place several hundred track chunks with framerate being maintained nice and high, with UE framerates drop off to the single figures. Just to be clear, I've also going through all the rendering settings and disabled anything costly.

Any plans to implement a similar batching solution that is used in Unity... Obviously even being a SW solution it works very well at least for this type of use case.

avatar image Xenogenik Oct 15 '15 at 07:54 AM

bump.. anyone have thoughts on this subject?

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