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Metrics & Scoring

When you Bake, Scene Insight's static collector walks every actor in each cluster and records a deep set of metrics, then condenses them into a single composite score you can sort and color by.

The composite score​

Every cluster gets one normalized score:

ScoreColorMeaning
0.0🟢 GreenHealthy — well under budget
~1.0🟡 AmberAt budget
> 1.5🔴 Red / magentaCritically over budget

The score is a weighted blend of how far each key metric is from its limit in the active budget profile:

score ≈ Σ ( metric / budget × weight )   (normalized)

Five metrics drive the default score — draw calls, triangles, materials, lights and texture memory — each with its own budget and weight. Change the budget profile and every cluster re-scores. The color thresholds (green < 0.6, amber up to 1.0, red above 1.5) are configurable in Settings.

What gets collected​

The collector records far more than the five scored metrics — the extras are available as table columns and in the details panel for manual investigation.

Geometry​

MetricNotes
Total triangles / verticesAcross all meshes in the zone
Static / skeletal mesh counts
Estimated draw callsHeuristic from mesh + material slots
Nanite-enabled mesh count, Nanite triangles & ratio
Triangles at LOD0 vs current LOD, LOD-saving potentialFlags meshes that would benefit from LODs
Meshes without LODs
Largest mesh triangles, average triangles per mesh, complex-mesh count
Duplicate mesh instances & unique assetsSame asset repeated ≥ Duplicate Mesh Threshold times
ISM conversion potentialHow much could be saved by instancing duplicates
Movable static meshes, per-poly collision meshes, mesh memory

Geometry column preset

Materials​

MetricNotes
Unique materials, total material slots
Opaque / masked / translucent / additive counts, masked ratioBlend-mode breakdown
Master vs instance count, master-to-instance ratio
Materials with custom HLSL, two-sided, subsurface
Max texture sampler count

Rendering column preset — material breakdown

Lighting​

MetricNotes
Light count, shadow-casting light count
Static / stationary / movable breakdown
Point / spot / rect / directional counts
Overlapping lights (max & average)Heuristic for light-overdraw hotspots
Lights with IES profiles / light functions
Distance-field mesh count, max & high lightmap resolutionLumen / GI cost

Lighting column preset

Memory & textures​

Texture memory, lightmap memory, mesh memory, audio memory, total asset memory, max texture dimension, virtual-texture count, non-streaming texture count, and a relative memory-pressure rank across clusters.

Memory column preset

FX, physics & misc​

Niagara CPU/GPU emitters, Cascade systems, decals, foliage instance count, particle systems, physics actors & constraints, ticking actors and ticking Blueprint actors.

Derived​

MetricNotes
Asset reuse ratioHigher = better batching potential
Bounds density (triangles / m³)Geometric concentration
Total asset memory

The Optimization preset surfaces the actionable metrics — LOD-saving potential, duplicate meshes, ISM conversion potential — side by side:

Optimization column preset

Reading the metrics

A high duplicate mesh count with strong ISM conversion potential usually means easy wins via instancing. A high overlapping lights value points at light-overdraw. High LOD-saving potential flags meshes shipping full-res geometry where LODs would help.

Duplicate detection threshold​

The Duplicate Mesh Threshold (default 10) sets the minimum number of instances of the same static-mesh asset in a cluster before it's counted as a duplicate. Raise it to ignore small repetitions; lower it to catch every reuse. Configurable in Settings.

Static, not runtime​

All metrics are collected at bake time by reading the level — there is no PIE/runtime instrumentation and no cost in your shipped game. Re-bake whenever the level changes to refresh the numbers.