Orbarth wrote: ↑Fri Jun 10, 2022 10:09 am
Even crazier considering there was no performance issue in the wilderness even with high view distance.
That's the thing, compact environments with several close source lights can be actually much harder to render than open spaces. At least they're challenging in totally different ways, so one is not necessarily easier than the other.
Orbarth wrote: ↑Fri Jun 10, 2022 10:09 amMade you wonder if all those complaints about the performance of the unity engine you read often on boards were right.
Well, they're standard tricks to get good performance in a 3D engine, frustum culling etc. Everybody does those.
But after that you need tricks that will depend on your case: what kind of environment your game features, what visual effects you use, etc. and that's were general 3D engine can't automatically help, you have to sit down, measure performance, understand what's going on, find tricks what will help in this case, maybe invent some, repeat. And really there's not much an engine can do about it, beside not getting in the way and letting you implement what you need.
So far, for this case, the only benefit Unreal engine seems to have out of the box is some default hardware occlusion culling that Unity3D doesn't have; Unity has some static occluders culling, that cannot be applied to fully dynamic scenes (feel free to correct me).
So yeah, slight but cool advantage out of the box, but after that in both engines performance will depend on the effort put in optimizing stuff with brain juice.
Unity static occlusion culling is not on by default, as it needs extra effort (classify objects as occluder or occludee, occlusion area, portals, then precompute extra data) and not always help with performance. It's possible that Unity then suffers from having a lower cost of entry, so being used for many projects that nobody will spend time/effort optimizing.
Orbarth wrote: ↑Fri Jun 10, 2022 10:09 amFor the taverns, check the Tavern Redone by Uncanny Valley and Kamer :
[...] there's :
Improved performance on certain heavy taverns
So it's a good idea to use this mod and check if it improve your performance issues in some taverns.
I'm pretty sure it means improved performance vs. previous version of the mod, because I don't see how adding objects in the scene would improve performance vs same scene without those objects.
pango wrote: ↑Tue May 31, 2022 12:28 pm
Interesting, looks like to turn off the pixel lights you need to lower the video quality to "Fast" , as everything above will have at least 1 pixel light (up to 4 in "Fantastic" ).
Well I didn't necessarily mean you need to get rid of all pixel lights, as it does have an effect on visual quality; But if framedrop comes from overdraws, then making those cheaper by lowering the number of pixel lights should help, and that could be something to keep in mind for future development (say, find a way to selectively lower the max number of pixel lights instead of lowering overall quality setting).