#Help with runtime PCG performance profiling

1 messages · Page 1 of 1 (latest)

queen pulsar
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Hi! I'm hoping somebody can help me with optimizing my runtime PCG graph. I'm running a fairly simple ground scatter runtime PCG graph using Hi-Gen, but it's taking around 72ms to generate. I'm in 5.5 so I can't use GPU Instancing, but I still think I'm probably doing something wrong for this frame time to be so huge. Any ideas on what I might be doing wrong?

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I'm also using a PCG component in an actor with a volume. Is it preferred to have a PCG component with a volume attached to the player for that kind of short distance ground scatter? From all the videos I've seen they are using a large volume around the landscape

graceful sandal
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it's taking barely 1ms of game thread time, 72ms is how long you have to wait for the generation to be done.

Static mesh spawner are "expensive" but the time you see is just async loading the mesh assets