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ca. 1300 static meshes (spheres) - optimizing rendering

Hey guys,

I am building a fairly simple prototype that basically only spawns 1300 spheres from a csv-sheet. The spheres are blueprints with some logic applied to them. Mostly they have force applied to them. The force pulls them to a gravity-center where they create a big "blob".

When I am standing some meters away it's all fine. But when I go closer it starts to lag like crazy. I was thinking it has to do with higher quality rendering when I am closer - opposed to less quality when I am standing further away.

My question: what are the options I have to lower the quality of the rendering for the spheres to see whether the visual quality is what causes the performance-drop?

thanks alot in advance!

Note: I am new to UE4 and making my first prototype, so even obvious answers might help!

Product Version: UE 4.15
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asked May 07 '17 at 05:00 PM in Rendering

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lqlwle
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Press F2 in game, this will switch to unlit render, which is simple as possible.

To understand where it lags use ptofiling.

https://docs.unrealengine.com/latest/INT/Engine/Performance/

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answered May 07 '17 at 07:13 PM

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redbox
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