The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals'
The user is reporting that this does not seem to be affecting performance, but I have not done extensive testing to verify this is the case. It could be just an incorrect visual representation, and not affecting the performance.
I also tested this in our Dev-Main stream CL- 3164959 and the issue occurs there as well.
1. Download and Open attached project.
2. Enable 'DBuffer Decals' by via Project Settings > Rendering
3. Restart the project and view the scene through the 'Shader Complexity' view mode.
Outcome The painted foliage instance renders with a more expensive (white) shader cost.
Expected The shader complexities should be identical to the hand placed Static Mesh
This is a regression
I tested this in the binary release of 4.12.5 and the issue does not occur.
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.13.1, 4.15 |
Target Fix | 4.15 |
Fix Commit | 3210071 |
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Main Commit | 3219854 |
Created | Oct 19, 2016 |
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Resolved | Nov 24, 2016 |
Updated | Apr 27, 2018 |