Closed Tdead1 closed 6 years ago
Hey @Tdead1 ,
I can observe the same on my side, using Unreal 4.18.3. From the top of my head, I know that we've done some performance optimization on that in our current title, but that was after 1000s of actors to the level. I can't remember anything else specific that we've done here, but it's been quite a while.
I need to dig deeper and profile into what exactly is causing the issue here.
Sorry I don't have better news right now for you.
Okay, I remember that's the issue here: Drawing the fog of war on the minimap is implemented terribly inefficient here. Let me see if I can merge our changes to improve on that.
There you go. Just pull from develop again.
You'll need to set the FogOfWarMaterial of your RTSMinimapWidget to M_RTSFogOfWarMinimap, and you should be fine now.
Ah, great, I'll ask my team to try it now. Thanks a bunch!
Just want to confirm that it works now. Thanks again!
Thanks for the feedback! :)
Leaving the vision volume in the base sample level causes frame times to shoot up to ~40ms. The way around it is to change the size per tile variable to higher (64 gives ~60fps) but that messes up the vision volume.
Removing it from the level crashes the engine. We are using version 4.19.2 of Unreal. Might have to do with the upgrade?