Low FPS Cinematic Mode
In my level, FPS is too low in cinematic or epic mode in zones where there are many objects or foliage. I think it isn't a problem of GPU and surely there are some tricks to adjust FPS. Do you know something about this?
asked Nov 16 '17 at 05:42 PM in Rendering
First off, let's get your PC specs. CPU, GPU, how much RAM you have. UE4 is not a powerhouse, so you don't need a $4,000 workstation or anything. However, you want at least a dual core processor with hyperthreading or a quad core, at least 8gb of ram because windows uses something like 4. As far as your GPU, I have a 1050 TI and I can do most things just fine, even in cinematic. Now that's out of the way.
First off, you should try to figure out what is causing the FPS drop using the profiling tools. Instead of listing all the cool profiling stuff you can use, I'm going to link to a video which describes it and gives you more info, however, I will give you two things. In the console (use ` [below escape] to open it) and type "stat unit" and "stat rhi" If you're polygons/triangles is more than 10 million, that's probably what's doing it. It could also be your shaders. In the viewport, hit Alt + 8. If everything is red or white, your shaders are working too hard. Keep in mind things like transparency on foliage will cause this, and as long as it's not horrible blotches of white, you're fine.
https://youtu.be/U0p8EY07_mc Epic Game optimization livestream
More than that, you mentioned things like a lot of objects and foliage. If you notice you have a lot of triangles/polygons on screen, that could be one or both of the following reasons. 1. You have a huge amount of objects/foliage on screen. 2. You're not using LODs 3. (bonus) You're not using instancing for things you have a lot of. If you're issue is 1, but you're doing 2 and 3, well, remove some stuff. Otherwise, LODs are awesome. I'm not going to go into how to create them here (I like linking to stuff), but if you don't know what they are, they reduce the complexity of objects when they're farther away. Let's say you have a house which has 30k triangles, it looks great. When you're super far away and the house is 1cm high on the screen, it still looks great, but you can't notice those details. Using LODs, you can make that house have something like 100 triangles and it still looks just as good because the player can't see the detail anyways. Huge performance increase.
Instancing stuff is great. I don't remember why it's great in much detail, something about draw calls, but trust me, it is awesome... if you have a lot of the same object on the screen. The foliage painter automatically uses instanced meshes, so you don't have to worry about that.
https://youtu.be/oMIbV2rQO4k Here's the video I used to learn instanced meshes.
Hope that helped, but if you need more help, just let me know.
answered Nov 17 '17 at 07:29 AM
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