Movable Actor Lighting/Frame Rate Issues
I need some help with an issue I'm having.
I have them set by default to not worry about static shadows, which improved my frame rate a bit.
I even tested it with different (basic) materials (Which don't fade, only a diffuse colour) to see if my materials had too many instructions.
Now with hundreds of other actors in the scene, I'm still sitting with around 120fps, but for every one of these blueprints, I lose about 5fps.
I checked the different threads, using "stat UNIT" and its all down to the GPU thread.
The values shown here are with just one half of each Blueprint being visible.
So without changing global dynamic shadow settings (becuase I am happy with mine for everything else),
Can I change how accurate the shadow is from these specific actors?
I'm willing to try anything at this point, because these kind of transitional objects are necessary dynamics for my world.
asked Aug 04 '14 at 11:26 AM in Rendering
Do a 'profilegpu' and snoop through the results.
If that's with a Stationary directional light, all the objects are going to create per-object shadows, which have a high cost per object. You can enable Cascaded Shadow Maps and disable the per-object shadows by setting DynamicShadowDistanceStationaryLight to 2000 or so and uncheck bUseInsetShadowsForMovableObjects on the directional light. With these changes, everything will render dynamic shadows instead of just the movable objects, and it can be faster that way (with enough movable objects).
answered Aug 04 '14 at 04:44 PM
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