>>24127447
>>24127520
I use UE4 for work and Chilla's issues stem either from lack of knowledge or not bothering to spend time to optimize because the game 'doesn't need it'. Low framerate in UE4 usually stems from:
- Unnecessarily detailed and unoptimized meshes (first thing is always look for the balls, artists love splurging polygons on balls. Curves are also a red flag.) Sometimes you see a flat plane have 300 polygons for no reason whatsoever. This is especially if you're a game dev with no knowledge of how 3D models work and you just rip a nice one from sketchfab or something.
- No LOD - he doesn't have simplified meshes. You're looking at the edge of a forest on screen? Great, your framerate just hits the deck every time you turn in that direction and the thing has to draw 250K polygons with something like 5K polygons per tree even though you can barely see anything and it's dark.
- Loads of dynamic lighting on static objects instead of baked lighting; the impact on FPS gets exponentially worse the more lights you put in.
- Huge fucking bounds on objects making culling not work - the game thinks that your camera can 'see' the bathtub and renders it, but it's actually behind a wall.
- Huge ground plane with a ton of polygons that is rendered all the time because you're standing on it and thus can see it, so the game renders the whole thing and has to calculate lighting from the other side of the map.
It is very, very easy to tank the framerate of UE4 applications if you don't know what you're doing.