Unoptimized
Optimized
Log sheet I created for the project that tracks all my changes to the project and the FPS
Baseline stat were as follows, sitting at a comfortable 60 to 64 fps. The main bottleneck comes from the GPU, sitting at 15.51 ms as opposed to the CPU's 6.35
Nanite is a Convenient tool, But it's only become useful when there are tons of high poly meshes in the scene. In this case most of the model are pretty low poly enabling nanite actually reduce the performance. That's why we are turning it off
2. Put Reflection capture into the scene
1. Turn off Nanite for each meches
3. Build the light
I was surprised that a lot of the mesh in the scene does not have LOD set at default, So I have to set them up manually one by one.
For consistencies I didn't apply multi layers of LODs onto floor, Instead I only applied one layer and set triangles at 50%, same to the prop that only show once or twice, 25% at LOD 0.
Before
After
Honestly I didn't mean to make this blog so short, but optimizing this map is easier than I thought. After Removing Nanite and Applying LODs, I hit 120 FPS. Although I did some other smaller optimization changes to the map like trying Modifying materials and adjusting the post processing, and deleting extra clouds and fogs in the scene, but none of those gave me the same level of improvement as applying LOD and removing Nanite.
Ciaran Ballesty's Senior Thesis: http://artstation.com/artwork/2ByxZA