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map is super laggy in VR

I've disabled shadows on all props, walls .. etc everything.

Static lighting. Cant seem to get good performance in certain spots and I dont know why. The GPU thing doesnt seem to work/theres no instructions on how to use it.

How does one optimize a map?

Product Version: UE 4.12
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asked Sep 20 '16 at 04:04 AM in Rendering

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thankstipscom
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-Run the GPU visualizer and look at what parts of your render cycle are costing the most time and start optimizing from there.

-Split your level up into level streaming volumes

-Pay close attention to your light sources and whether they're static or dynamic. This is a lot of experimentation and black magic.

-Avoid materials which use paralax occlusion mapping.

-When in doubt, turn everything in your scene off.

-Look at your post processing volume settings very closely. Turn everything off, and then slowly start turning things on, one at a time, and see what you can afford.

-Switch between wireframe, unlit and lit modes (F1,F2,F3)

-Have patience. It took me about a week to get it all right.

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answered Sep 20 '16 at 04:19 AM

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Slayemin
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avatar image thankstipscom Sep 20 '16 at 04:45 AM

Hey thanks, this seems like a pretty good check list. Everything has been off in my PP volume forever heh. How do I check for paralax occlusion in materials?

avatar image Slayemin Sep 20 '16 at 05:54 AM

If you didn't put it in, you probably don't use it. Basically, it's bump mapping on steroids. It looks good in non-VR apps, but if you look at the visualizer, it comes up as "base render" or something, and it can get expensive really quick, especially if you aren't using LOD's. Speaking of which, that's also something you should use! Lots of LOD's :)

avatar image thankstipscom Sep 21 '16 at 09:59 AM

So all of that on the checklist and a huge part is level streaming which seems to be "the answer." A bit roundabout to setup.. I feel this could be easier but the docs are pretty simple. Wish I'd learned about it much sooner before building a massive level. Could have built it in layers instead of reverse engineering it but it makes a huge diff.

Thanks again.

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