Large performance drop with 4.14?

So I ported my project over to 4.14 and immediately noticed a big drop in frame rates in my game. Scenes that were previously 40 fps are now averaging 28. Nothing changed so I’m really confused as to why the performance has dipped so much. My project is not using static lighting as I disabled it in the editor preferences but as I said, this wasn’t an issue in the previous engine version.

Did something change?

No one else is experiencing any difference in performance?

I did have this issue but it was fixed in 4.14.1. Did you update yet? I’ll do a test now and get back to you.

Yep, I’m getting near identical performance in both versions on the same project. In fact, I get a very slight increase with 4.14.1

So if you haven’t done already, update to 4.14.1, if you have already, I’m sorry I can’t be of more help.

That’s ok thanks for trying. I’m running 4.14.1. It’s very strange but I suppose it happens. I’ve decided to abandon dynamic lighting. I did some tests and I got a 300% performance boost when I switched back to static so I can’t ignore that. It’s a shame cause it was really nice working with dynamic lighting for a while there. No light builds was quite enjoyable :slight_smile:

It is odd considering it’s the same exact project. It seems the engine handles dynamic lights quite well. Not static well, but well none the less. I’m working on something right now using dynamic lighting only. There’s a ■■■■ ton of lights in the scene (About 30, most are casting shadows) and I’m still getting a solid 60~ fps on a GTX 970 in editor. It took a lot of optimizing, playing with render distances and fog, but I couldn’t go back to static lighting now.

Yeah my issue was also with the lighting. I actually disabled shadows on nearly all of the lights in the scene and then re-created the shadows by hand drawing them in Photoshop and applying them to the world as decals. Gave me a 200% performance boost in most areas so I’m happy. Still, very strange that the latest update changed the performance so much.

I’ve noticed the same issue. Through lots of debugging, I’ve found that point/spot lights were causing/exacerbating the issue. The 200+ lights were all hitting the “instanced foliage actor” (containing hundreds of thousands of trees/rocks/shrubs/etc.) and modifying its shadows, cascading into a gigantic drop in frame rate compared to 4.13.2.

My interim solution was to switch all foliage over to Light Channel 1 (from 0) and set up the Sun/Moon lights to operate on light channels 0 and 1. This brought the frame rate back up to nearly the same level as seen on the previous engine version.