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Ways to optimize smoke particles?

polycounter lvl 3
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The Vman polycounter lvl 3
I'm working on effects for a game, but I'm running into issues with optimizing smoke and dust effects. Even with directional lighting, depth fade, and SubUV frame smoothing turned off, the shader complexity on smoke ramps up so quickly, that if around 12-15 particles are overlapping, it becomes too expensive to render.

This is an issue especially since we want a lot of lingering dust in the environment after a battle. But I'm not even sure how I'd make a smoke grenade effect run efficiently under these conditions.

Are there any clever tricks I just don't know to help better optimize overlapping particles? It seems unreasonable how expensive it becomes, especially considering other modern game engines seem to handle larger numbers of particles much better.
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