Invincible VS - Mesh Particle Optimization

On PS5 and Xbox, we were noticing hitches during our Round Reset destruction events. Upon investigation, I found that many of our Niagara systems were using discrete mesh calls in multiple mesh arrays, implying a potential savings of over 1000 draw calls.

Before and After applying the Combined Array of Mesh Particles optimization. 

This resulted in a draw call reduction of ~1500 during round resets and eliminated CPU spikes on console.

Before and After applying the Combined Array of Mesh Particles optimization.

This resulted in a draw call reduction of ~1500 during round resets and eliminated CPU spikes on console.

An illustration of the CAMP technique. After proving the technique, I applied it to 2 other mesh arrays in the Level and facilitated the tech to the VFX department. It could then be applied to all other use-cases in the game.