Grass Tool causing massive performance drop
Landscape performs well regardless of how many components it has. But as soon as Grass Tool node is used inside the material editor, the performance exponentially decreases based on how many components the landscape has.
Here's a test I'm posting below to demonstrate the problem. The Grass Type linked to the Grass Tool node is the same for both tests. Please note that both landscapes are almost at the same scale so the number of meshes distributed on both is also almost the same.
Landscape with 1 component, With Grass Tool node used inside material, performance is okay. (Overall Resolution 64x64).
Landscape with 100 components, with Grass Tool node used inside material, performance is extremely dropped. (Overall Resolution 63x63).
Grass Tool is a feature for open world games, and in open world games a landscape usually has way more than 1-100 components so any attempts to go with the minimum number of components is a no go. You can try to reproduce the issue simply as I showed above, if there is any more information needed I'd be happy to provide. I think this issue deserves to be fixed as soon as possible as almost everyone is affected by it.
Looking forward to hear something from Epic on this. Thank you.
asked Mar 12 '17 at 11:56 PM in Rendering
So I went ahead and entered the bug report as mentioned. I appreciate everyone's patience and for providing me with the necessary information to complete the report. Below is a link to the issue on our public tracker.
Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.
answered Mar 20 '17 at 07:59 PM
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