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Slow FPS during play on bare tiled world ver 4.10.1

I have been working on a large tiled world project and have not been able to troubleshoot why game play is so very slow (7.3 FPS). There are no assets and no foliage, just the bare landscape with material layers. Running on a system with a TITIAN X video card on a duel Xeon system with 196Gb ECC Ram, so I do not think it is the video card, CPU or RAM. I have added 4 LOD levels to the terrain and it still is the same 7.3 FPS speed in play mode. Any suggestions are appreciated.

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Product Version: UE 4.10
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fps_test01.jpg (290.9 kB)
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asked Dec 20 '15 at 07:21 PM in Rendering

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ajbombadill
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avatar image Logan Bailey ♦♦ STAFF Dec 21 '15 at 03:45 PM

Hello ajbombadill,

If you enter " profilegpu " into the console command line this will bring up a window that takes a snapshot of what your gpu is processing at the time you enter the command. From there you can see where most of your calculations are occurring. After doing this, please post a screenshot of it here and I can look into what is causing your FPS to be so low.

-Logan

avatar image ajbombadill Dec 21 '15 at 11:57 PM

Thanks for the reply, here is the screen shot. It looks like Ambient OcclusionSetup 835x470 and SlateUI are the bottlenecks, but I am not sure why.

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profilegpu01.jpg (183.7 kB)
avatar image Logan Bailey ♦♦ STAFF Dec 22 '15 at 06:31 PM

So, there are options for AO. These options handle things from intensity to how far you are able to view your AO in your scene. The large calculation for AO could be due to how far you have it culled. Closer distances will lower calculation of that. I am not sure why Slate is taking up so much though. I will be investigating this issue to see if there are any known problems with slate calculations.

Logan

avatar image ajbombadill Dec 22 '15 at 06:58 PM

Thanks for the quick reply and suggestions, I will work on modifying the AO settings. Would the number of total landscape tiles effect Slate?, as it is a large map with 260 landscape tiles.

avatar image Logan Bailey ♦♦ STAFF Dec 22 '15 at 07:04 PM

Quite possibly. These will all need to be calculated to function properly so that you are transitioning from one tile to the next. It is possible you are reaching limitations on how many tiles are possible and the game still able to maintain playable FPS. You could try playing in a stand alone version with Slate minimized and taking another profilegpu and seeing if that makes a difference.

-Logan

avatar image ajbombadill Dec 22 '15 at 11:11 PM

So it might be better to make each tile the max size to cut down on the total number used? As I was going at a 5km x 5km tile size but if it was rebuilt as 20km x 20km tiles the total would only be 45 tiles. This would be easy for me to do, just a rebuild in World Machine to change tile size.

avatar image ajbombadill Dec 23 '15 at 02:05 PM

I was looking at the option of playing a stand alone version, but it seems that to minimize Slate I would need to do some C++ coding and I only know how to use blueprints, no programming experience unfortunately. So I am going to try the larger tile size and see if it changes the overall FPS.

avatar image Logan Bailey ♦♦ STAFF Dec 23 '15 at 02:54 PM

Sounds good. Let me know what you come up with.

avatar image ajbombadill Dec 28 '15 at 11:51 PM

Ok I was able to increase the FPS to 23 from 7 by making the tiles larger and therefore dropping to total number of tiles needed from 260 to 40 but maintaining the overall size of the world map (90km x 67km).

Next I will see if dropping the landscape resolution down from 4033 to 2017 with another rebuild in World Machine, will further increase the FPS.

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fps_test01c.jpg (252.6 kB)
avatar image ajbombadill Dec 30 '15 at 02:16 AM

So by further reducing the landscape resolutions per tile down to 2017 I have been able to get it up to 58 FPS. So it seems the limitations are in the number of tiles used and the resolution of each tile.

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I am curious how this will be effected by the release of the new GPU's next year that are 10 times more powerful as well as the new memory stacking being added and INTEL's new line of CPU's. Perhaps this will allow a larger total number of tiles and higher resolutions. Or perhaps this will be addressed in future builds say by version 4.12.0 or 4.13.0

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Here is an updated profilegpu snapshot to go along with the faster FPS setup. The AO and Slate bottlenecks have disappeared with these changes.

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answered Dec 30 '15 at 02:27 AM

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ajbombadill
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