How to render millions of polygons with Hierarchical Instanced Static Mesh in Unreal Engine 4.
Get project files:
Optimize draw calls, reduce CPU overhead, avoid common mistakes in Construction Blueprint and have fun creating a massive asteroid belt.
Cool usage of foliage tool for asteroids, by Illusion Ray:
Draw calls explained:
Timestamps:
00:00 Instancing in Unreal Engine
02:48 Performance of static mesh vs instanced
06:00 When to use Instanced Static Mesh or Hierarchical
06:48 Creating blueprint for asteroid belt
18:30 Foliage tool for instancing without BP
18:50 Typical issues and how to solve them
20:10 Physics and animation, setting transform
22:45 More optimization. Performance tests
Thanks to the early reviewer Mikołaj Fabjański and to reddit users Creep and junkmail90210 for ideas.
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