Lag with high count of Instance Static Meshes
We have a project that has a pretty large map, in the map we have some dense forest, for the forest we use Instanced Static Meshes.
We spawn around 300k foliage instances on the map.
All those trees have a collision box because we are allowed to cut them to get wood.
When a tree is cut, there is a lag spike happening that last close to 1 second due to the instance being removed from the list. This seems excessive. Surely there are better ways to handle this ?
If anyone has ideas on how to improve this we would like to hear about it please.
asked Oct 18 '18 at 08:42 PM in Everything Else
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