#Hey. So submitting a repro would be

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foggy ruin
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With pleasure. If you can share the culprit VFX and the Pooling method I should be able to re-create and make some profiling. This should allow to see if this cost is related to VFX or the enabling GameObjects them selves.

A lot of optimization have been done and are still beeing done at the moment regarding to VFX and instancing. The Goal is that is as performant as possible. Now in the end, using only 1 instance and SendEvent + different position thanks to Graphic Buffer or VFXEventAttribute will alway be the fastest Method.

Now instancing should now be pretty efficient and have some advantages. It's generally more familliar easier to setup for user, and also have advantages when it comes to Culling, Bounding box and per VFX sorting.

serene dune
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Sure thing I will share the info with you later tonight.