11-19-2019 09:20 AM
11-19-2019 11:32 AM
11-21-2019 02:14 AM
11-21-2019 12:52 PM
MaxArch said:
+ UE added automatic instancing for mobile. You enable it by adding 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini' (Quest).When analyzing your app in Renderdoc it will report the instances but in the TextureViewer the instances will be pitch black (reported to UE).Also, I noticed that the algorithm still misses some objects sometimes (I haven't found any logic yet why some are missed - reported to UE).
11-21-2019 12:58 PM
aussieburgerVR said:
I finally got some time to test the auto instancing and my observations:- If you apply a dynamic material instance to the mesh auto instancing no longer works (generates a drawcall for each mesh) this is a realy bummer for me but probably by design? 😞 One potential workaround for some situations is to use a material collection parameter instead which works but of course is applied globally to all meshes then (ideally I would like to change the material on only some of the instances)- Physics works still works! which makes it instantly better than the default "instanced static meshes"
11-22-2019 12:23 AM
motorsep said:
Probably worth reporting the issue with dynamic material instance to Epic.
motorsep said:What
do you mean by "physics works still works" and it's "better than
instanced static meshes"? I am not sure about the relation between the
two.
ISM Instanced static mesh components do not support Physics (the physics checkbox is greyed out and was a commonly known limitation of using them). These autoinstanced meshes still support physics which is great for my particlar use case.
New finding: After turning auto instancing on in the project I'm currently working on, auto instancing is not working (I was testing before on a simple test project), even after removing any dynamic material instances, so there is some other limitation as well which I'll try to figure out soon. Edit: was a user error on my side
11-22-2019 08:14 AM
11-23-2019 06:45 AM
I also noticed that when you make HISMs yourself (using an
actor), the instances seem to break apart now based on their LOD. I'm
not sure about the LOD part, I am about the breaking apart into
smaller chunks though.
11-25-2019 01:20 AM
MaxArch said:
- and for some reason, the algorithm sometimes just doesn't turn a few copies into instances. No idea why. You could have 4 or 20 of the same objects and a few of them would still be unqiue.
11-25-2019 03:37 AM