-In our code the base flatten material contains a lot of material switches.- -Another person here found that if an instance material has switches, then shader code is generated for it at cook time and with a lot of proxy meshes that is a lot of extra data.- -They found that if you have a common instance material with the switches and instance off that, then you can save a huge amount of mem (I saw a 600+MB saving alone).- -i.e.- -this is current:- -base material (with switches)->instance material (with switches, textures set and params)- -but change to:- -base material (with switches)>instance material (with switches)>instance material (this is used on the mesh and has textures set and params)- -And this will save a HUGE amount.- -So a collection of instance materials with switches, perhaps like a cache of them would be great too.-
See comments. Refactor would be the next step.
UE-74991 also affects Valve Index
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How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44990 in the post.
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Component | UE - Graphics Features |
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Created | May 12, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |