Hi, i'm trying to create a level to test the game and understand how many meshes i can put in the game and how many pawns.
Comparing with epic citadel i have this results (NOTE: I MADE THE TEST ON PC FOR BOTH THE LEVELS BECAUSE THE MOBILE EMULATOR DOESN'T WORK WELL ON MY PC):
Epic Citadel
STAT UNIT (max values)
frame: 8.333
game: 3.3
draw: 2.8 (but it is 1.8 for the most of the time)
MyGame
STAT UNIT (max values)
frame: 10.0
game: 4.4 (max values reached when a battle between two teams happens)
draw: 4.3
This can be normal, my game requires a lot of game calculations, it is a 3d person game so i have always a pawn in the scene, and moreover i have many other pawns in the level.
What didn't convince me was the draw time so i made this test:
i removed almost every pawns in the game (i just left the player pawn and others 2 pawns that i can't remove easily without modify the game code a lot) and tried again.
I chose an extreeme case to understand if something was wrong in my game, i moved the pawn in epic citadel to have a lot of meshes visible and the pawn in my game to have a low number of meshes visible.
Epic Citadel
STAT INITVIEWS
VisibleStaticMeshElements: 140
STAT UNIT
Draw:2.8
MyGame
STAT INITVIEWS
VisibleStaticMeshElements: 12
STAT UNIT
Draw:2.0
Is this normal? Is the player pawn in the scene that make all this difference?
I use precomputed visibility, i have a total of 150 meshes in the level against the 370 (if i remember well) in epic citadel.
Almost all the meshes use 1 material so they need 1 draw call (2 exception of meshes that use 2 materials). The pawn use 1 material for the body and another one for the weapon.
For now i have no normal maps at all and no details textures or anithing else.



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