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Level Design Performance Limit of ROStaticMeshDestructibles

Nightingale

Grizzled Veteran
Sep 15, 2010
872
64
Vancouver, Canada
In the TWI Wiki, it says that going over 500 ROStaticMeshDestructibles in a single map is inadvisable. Could a dev please elaborate on exactly how this number was derived? I ask because I noticed that Red October Factory has something like 670 destructibles in it, so it seems to me like this number is sort of flexible. If I wished to make a map with, say, 1000 destructibles in it, what kind of sacrifices in other aspects would I have to make in order to compensate for the performance penalty?
 
Hmm, if that's the case I won't pay too much heed to this hard limit of 500 then. I am certainly aware of the 300 per replication actor thing, but I won't need to worry about that yet as it's only a server optimization feature.

If someone from TWI could comment on this it would be very helpful. I'm still not really sure how expensive destructibles are, relative to simple static meshes.
 
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