romain.janil Posted February 3, 2022 Share Posted February 3, 2022 Hi, since migration of project to 2.15 (but may be this happened before, hard to tell) I encounter a performance problem which seems to be related to clutters. Just to simplify, this happens only when these tree clutters are loaded by the world. It may also be related to the way these clutters are generated since they are produced with Sandwom, for a landscapeTerrain object and later masked by this terrain masks. For sake of trying to figure out what causes the problem I even tried to fly over the terrain with only one of these clutters (getting rid of everything else, buildings other props etc...) and problem eventually happen sooner or later. --> problem: after a certain time/distance of flyover the terrain, update task climbs to the roof, performances drop to the floor, clutter cells of trees are not drawn, then after a while they eventually show up, but performance never goes back to normal, weirdly enough even if I close the world in Editor! (or hide/disable clutters in Editor) Some after attached capture of what's happening typically , from ok to non ok: if camera stays around same area (ie doesn't cross all the database), no problem, perf are consistent, but if it flies over a few dizains of kms, then eventually all performance crashes. Tested on various machines with highend GPUs, CPUs (A6000...dual Xeons etc) I even did tested to make clusters out of these clusters to see, and I don't get the issue...performances stay even high, despite huge amount of primitives. As previously said, when clutters are not generated/loaded, everything runs smoothly (terrain, water, streaming of building nodes etc)... As they are generated all over the terrain with sandworm out of cultural mask layers, these clutters are very large (45km*45 km). Step is 156.25000 m, in order to avoid poping (anyway I tried with larger steps, eg 625m, 3125m etc or any subdivider of 45km, problem always occurs eventually) I guess this might be the cause of problem. Max visibility distance of the clutter is 3125 m, most of detailed geometry surfaces are shown only for a couple of hundreds meters, far distance surface lods are only billboards, nothing cast shadows except a special invisible billboard surface etc, so it's highly opimized. So my wonders here are to guess: 1 - if this related only to actual size of clutters and so if next 2.15 hotfix will be able to tile sandworm generated clutters in smallest chunks to avoid this problem ? 2- if generation can't be tiled (as it is with landscape tool) , what should be done to prevent this problem (increase step and get some poping) ? 3- does this problem should even happen anyway? I haven't touched to default world settings related to clutter/cluster budget, update grid size nor rendering default settings (memory, async streaming etc) etc. This is important to me to know, as I'm in the process of upgrading the db extent to a 200km*200km... thanks for insights, Link to comment
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