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Why is my grass killing FPS?

I really need help, I've been using Quixel Megascans recently and I'm using a foliage on there called "grass clumps".

The problem is is that it's killing my FPS in the editor and I don't know why:

-I'm using 2k textures -My material consists of albedo, SSS, and opacity maps. No animations yet. And I used there base LODs, "decimated" the meshes in Blender and have further decreased triangle count of the meshes in UE4.

Here's a screenshot with FPS visible and some info: https://drive.google.com/open?id=1eeuJyBe4vg3EhhTTZxj8pwezkFV3sttF

Full screen, while in editor, at a screen resolution of 100% my fps was under 60, at 200% it was 38. The sun temple map usually has a fps over 100 at full screen with SR of 200%.

If any more info is needed I'll gladly post it.

Product Version: UE 4.19
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asked Nov 14 '18 at 04:53 AM in Rendering

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avatar image Erasio Nov 14 '18 at 04:47 PM

I mean, first of all 2K textures for grass is pretty hefty. Are you sure that's necessary?

But more importantly, does all of the grass cast dynamic shadows?

Dynamic shadows in general can get rather resource intensive when you start to have lots of light sources or lots of objects within the radius. Especially foliage can really start tanking your performance here if you have possibly hundreds of instances all casting dynamic shadows.

avatar image NoticeableScout Nov 14 '18 at 04:53 PM

I'm using a dynamic sunlight and skylight actor. I could disable shadows for farther LODs but I don't think that will help my frames. It seems no matter what I do, the assets I use from quixel run poorly.

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