Unreal Engine 5 - Insane Building Performance Gains (Using Auto Instancing)

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In This Video I'll show how to Instance Houses/Buildings/Random Objects in the scene to get things more performance friendly.

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I dont know if im dumb or what... i used it on my level packing all the building meshes and rock assets in one package but the fps dropped from 100 to 70 and it gave me visual bugs on some of the meshes

MaTTGameShow
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I could have done this better; I left a lot out. I had to redo it several times though for various reasons. If anyone has any questions, feel free to ask.
I did test this on Individual buildings and the performance gains are similar if they share similar pieces

unrealdevop
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what if i want the GPU to remember the duplicated house but from a random location in the world? so the pivot point stays in the center of the house, but for all the houses, is that possible?

amerboss
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How did you pack them as hierarchical? outside of making a blueprint and HISM I cant find away around that. Or if you can do a video on HISM, any help would be appreciated. Awesome video, learned a lot.

cbomcnasty
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Hey there, thanks for the video. I have a question.. Maybe I missed it. But in my BP actors, i'm not able to actually see a second instanced static mesh component. The first one renders and i can manipulate it anyway i want to. The problem occurs when i add a second ISM Component (i want to make an actor consisting of different shapes, like you have). That second component remains completely invisible

RA-lwgp
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thanks for the video! i'm experiencing a weird bug with these: i'm packing pre-assembled kits with my modular assets (you can imagine like a packed wall, packed door, packed roof etc.) and then i'm using those packed actors to assemble a building, however when i scale those pre-assembled kits non-uniformly (stretch them in one axis etc.), and then pack all those packed actors together once again as you show to create one big packed building, all the non-uniform scaling gets messed up. most of them resets to uniform scaling, some of them are streched in more weird ways. this has been going on since 5.0 early access, reported it as bug and asked around in forums but nobody seems to know why. hope i have explained this clearly.

aliser
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Can I do this with actors spawned at runtime?

emptybruh
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thanks i'll try this, i was basically making a race map and it had 10-12 different kind of houses repeat hundreds of times by the road side, but even with nanite enabled the fps drop were huge. When i monitored stats it showed most delay due to prepass taking like 30-40ms. Hope instancing can make this better.
If im wrong somewhere do let me know, thanks

phantomgaming
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Nice!i have a question though, would this be useless when using nanite on all static meshes or would it increase nanite performance too?

memeproductions
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seems some what to work but for a small area its making a new map?

Restart-Gaming
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Hi!!, i have a question. Im using a map fully on meshes with Nanite, Lumen and Virtual Shadow Maps with World Partition, besides some hitches in GPU while the player is moving we are getting a lot of big hitches in RHIT but we dont know where it came from, even when the player is not moving. Thanks

javierlarraznsue
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Can you make a video on your method of making clothes and fitting them to a character in Character Creator 4? Thank you!

overlord--
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Wow nice! On an basic empty scene (floor, sky and light) I get from 25 to 40 fps on good days.

marcapouli
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i had rocks anbd didn't make a lick of difference for me. though I am using 5.3.2.

jamesbrady