From the course: Unreal Engine: ArchViz Design Techniques
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Draw call optimization
From the course: Unreal Engine: ArchViz Design Techniques
Draw call optimization
- [Lecturer] Anytime the CPU sends an instruction to the GPU to render something it's called a draw call. That goes for both meshes and materials and this is a common performance factor. The base pass, among others, is heavily affected by draw calls. Rendering hundreds of independent assets, each with one or more materials, can really tax your resources. If you find yourself in this position I encourage you to take advantage of Unreal's Merge Actor feature. So let's dig in to how we can use it in our project. First, let's open the tool by heading up to Window Developer Tools Merge Actors Here at the top you can see that there's three methods of merging actors. Merge geometry and group materials, merge geometry and materials and combine geometry into instance components. All three have a time and place they're best suited for but for the purpose of reducing draw calls in our scene we're going to use the first one, mainly because it has a nice balance of control and optimization. First,…
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