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Budget Profiles

A Budget Profile is a Data Asset that defines the per-cluster performance limits and metric weights for one target platform. It's what turns raw metrics into a meaningful red/amber/green composite score. Mobile, console and high-end PC have very different ceilings — the budget profile is how you tell Scene Insight which one you're shipping for.

Creating a profile

In the Content Browser, right-click → SceneInsight → Budget Profile (display name SceneInsight Budget Profile). Three presets ship as starting points:

PresetBudgets
SI_MobileTight
SI_ConsoleModerate
SI_DefaultGenerous (high-end PC)

Duplicate one and tune it to your project.

The three shipped budget-profile presets in the Content Browser

Assigning the active profile

Set the project-wide profile under Edit → Project Settings → Plugins → SceneInsight → Budget → Active Budget Profile.

If no profile is assigned, Scene Insight falls back to built-in default budgets. See Settings.

Per-zone overrides

A single Cluster Volume can carry its own Budget Profile Override, scoring that one zone against a different target than the rest of the level — e.g. a stricter budget for a busy hub, looser for a cinematic-only space.

Budgets

Each budget is the per-cluster ceiling for one metric. A cluster at exactly the budget scores 1.0 on that metric.

A budget profile Data Asset — budgets and weights

BudgetDefaultDescription
Max Draw Calls300Estimated draw calls per cluster
Max Triangles5,000,000Triangle count per cluster
Max Unique Materials30Unique materials per cluster
Max Lights8Lights per cluster (all types, including directional)
Max Shadow-Casting Lights4Dynamic shadow casters per cluster — informational only, see note below
Max Texture Memory128 MBTexture memory per cluster
Max Shadow-Casting Lights is not scored

Only the five weighted metrics below (draw calls, triangles, materials, lights, texture memory) feed the composite score. Max Shadow-Casting Lights is stored on the profile for reference but does not currently contribute to the score or any heatmap mode.

Weights

Weights control how much each metric contributes to the composite score. A metric can be over budget but matter less (lower weight) or be weighted heavily so it dominates the color.

WeightDefault
Draw Calls1.0
Triangles1.0
Materials0.5
Lights0.8
Texture Memory0.7

Set a weight to 0 to exclude a metric from the composite score entirely (it's still collected and shown in the table).

How the score is computed

For each weighted metric the profile computes metric / budget, multiplies by the weight, and normalizes the blend into the final composite score:

  • 0.0 → far under budget (green)
  • 1.0 → at budget (amber)
  • > 1.5 → critically over (red / magenta)

The same profile also normalizes the per-metric heatmap modes, so switching to, say, Lights colors each zone by light count / Max Lights.

Tune budgets to your platform, not the defaults

The shipped defaults are reasonable for a mid-range PC. Always start from the preset that matches your target and adjust — a mobile title that leaves the PC budgets in place will see almost everything green and learn nothing.