How does Performance RenderFidelity actually work?

Looking for technical answers, not common knowledge.

I’m aware of the document on RenderFidelity, but it isn’t as clear as it should be.

How exactly does the Performance RenderFidelity option calculate when MeshParts should be degraded in terms of visuals (reducing triangles)? Is it based on FPS (framerate), graphics quality level (in settings)?

I tried to investigate by disabling my graphics card and even when my game was at like 10 FPS, it still showed my MeshParts in the most detail. And yes, I checked, they’re set to Performance.

The range for it seems to be quite far and it’s mostly noticeable on low poly meshes.
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I wish they would add tweaking to the range since I’m struggling to keep performance up when using bunch of these trees shown in the picture.

Sorry if it wasn’t any information you were looking for.

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