Results 1 to 7 of 7
  1. #1

    Exclamation More Than 50 Interpret Actor Usage on 1 map results %50 of GPU-CPU Usage - ANY FIX???

    UDK has a weird bug when you use a lot of interpret actors lets say 1000 - Your fps drops a lot but not because interpret actors use gpu - cpu too much. Instead there is bug that when you use too many interpret actor , gpu and cpu usage doesnt get pass %50.


    IF i could find a way to use as many interpret actors i want and as a result i would have %100 gpu-cpu usage then it will be great for me.











    Thanks in advance. This is a really important issue for me. Please dont say why do you have 1000 interpret actor in one map. I can build the same map with everything static mesh. But when i build with everything static mesh , i always end up with a new problem when i move a mesh and rebuild lighting , its not the same.

  2. #2
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,574

    Default

    You shouldn't use 1,000 interp actors

  3. #3
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,061

    Default

    Using interp actors to skip having to build lights is a terrible idea.

  4. #4
    Iron Guard
    Join Date
    Aug 2010
    Location
    stoke.u.k
    Posts
    617
    Gamer IDs

    Gamertag: gaz661

    Default

    like the other two said,but have you thought of making them KActors instead.ive run levels with that many just fine.just limit their movement to 0.

  5. #5
    Iron Guard
    Join Date
    Jan 2009
    Posts
    743

    Default

    In the lightenvironment properties for each mesh, set dynamic = false for starters. Beyond that, you cant really complain that its not working properly when you're not doing something in the manner you should be.

  6. #6

    Default

    The reason i want this is because i have movable dominant light and static mesh shadows become flickery with it. When static meshes are interpret actors their shadow dont flicker.

  7. #7
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,574

    Default

    With a movable light the shadows on everything is the same for static and dynamic objects


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.