This is closed out as by design because the shader complexity view was previously bugged. Foliage was using depth pixel offset which was not supported in the debug view. This was fixed with CL-2947374.
It is also worth noting that shader complexity adds the cost to clipped pixels, creating costly contours around the leaves.
Masked Materials have become more expensive in 4.13 and internal builds than in 4.12.
Images attached for demonstration along with test map using the bush prop from starter content.
Tested with builds:
4.12.5 CL-3039270
4.13 Preview 2 CL-3088355
4.14 Dev-Main CL-3092283
1. Created or use an existing masked material applied to a static mesh
2. Use the foliage tool to paint some around the level or place them manually
3. Switch to the Shader Complexity view mode
Regression: Yes
Results: Shader Complexity view shows masked materials as more expensive than in previous versions
Expected: Shader Complexity for masked materials should not be as expensive
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34873 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.13, 4.14 |
Created | Aug 18, 2016 |
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Resolved | Aug 18, 2016 |
Updated | Apr 27, 2018 |