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Material Shader Animation in UE4 (Rendering 100s of objects, comparison vs. AnimBPs) 

Pending Kill
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Source Code: github.com/PendingKill/Tutori...
TABLE OF CONTENTS
00:00 Introduction
00:12 Fly Skeletal Mesh Setup (Animation Blueprint)
00:44 Fly Material Setup (Shader Animation)
01:52 Performance FPS Results
03:21 Using the UE4 Profiler
04:07 Profiler Results
Today we're comparing using material shader tricks versus traditional animation blueprints to animate flies in our Unreal Engine scene. We find out how much more performant the material shader method is, by loading a scene with hundreds of objects and benchmarking the performance results. We also show you how to implement the material shader animation in the UE4 Material Editor using the RotateAboutAxis and WorldPositionOffset methods. Finally, we use the UE4 Profiler to inspect which functions are executing in the game and render threads, and how long they take to run.
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5 июл 2024

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Комментарии : 29   
@angel_luis
@angel_luis Год назад
Please more videos about performance, we've a lot of tutorials in RU-vid but it lacks of performance topics.
@PendingKill
@PendingKill 3 года назад
This was our first time including UE4 Profiler results as part of the performance analysis. Let us know if you would like a more in-depth video on it!
@Schytheron
@Schytheron 3 года назад
Yes please! I am writing a thesis on a game system I wrote and I need to measure the performance impact of it, but I've never used the UE4 profiler before. Would be of great help! EDIT: Btw, is there a way to export the results of a profiler to like a .csv format or something (or at the very least as a log file)?
@PendingKill
@PendingKill 3 года назад
@@Schytheron Will do! We're still learning our way around the profiler tool ourselves but I'll put it in the ideas list. As for CSV, I'm not sure that the ue4stats file can be converted directly to csv, but it seems like there's a separate CSV Profiler tool that can output that: docs.unrealengine.com/en-US/Engine/Performance/CSVProfiler/index.html
@Schytheron
@Schytheron 3 года назад
@@PendingKill Oh! Dope! Thanks for that link!
@SodrekR
@SodrekR 3 года назад
Abzu also uses Material Animations to render hundreds of animated fish. They have a GDC talk about it.
@DonEsteban3D
@DonEsteban3D 3 года назад
It's a great idea with this performance tests.
@PendingKill
@PendingKill 3 года назад
Thanks, glad you appreciate them!
@Raztal
@Raztal 3 года назад
Very intersting, thanks for sharing!
@PendingKill
@PendingKill 3 года назад
Raztal glad you liked it!
@sherifhany386
@sherifhany386 3 года назад
MMoooreeeee !!!!
@alexanubis1
@alexanubis1 2 года назад
how was the flocking of the rats made in the beginning? :)
@TorMatthews
@TorMatthews 3 года назад
Were your static meshes just 200 components in 1 actor or 200 separate actors with 1 component each?
@PendingKill
@PendingKill 3 года назад
To demonstrate the shader animations we did it two ways. The first was 200 static mesh actors. The kind you get when you just drag a static mesh asset into your scene, not the kind where you create a new blueprint actor class and add a static mesh component. The second way was using a hierarchical instanced static mesh component (HISM). We created a single actor with a single HISM component that can hold a bunch of static mesh instances.
@TorMatthews
@TorMatthews 3 года назад
@@PendingKill thanks!
@MrKennykyle1
@MrKennykyle1 3 года назад
How do you make it better? How do multiplayer games with 100 players make it smooth?
@jeffreydolemite1922
@jeffreydolemite1922 3 года назад
A very good question, @Pending Kill?
@MrJekaeben
@MrJekaeben 3 года назад
update animation only on visible actors + if model small or far from player you can reduce update rate
@samhein321
@samhein321 3 года назад
adding bones impacts the framerate. The rats could of been animated without bones, which makes them have better performance
@MonsterJuiced
@MonsterJuiced Год назад
Why did you say this?
@abdelmaleksereir2836
@abdelmaleksereir2836 3 года назад
Tutorial game yugioh
@harrynnebank8321
@harrynnebank8321 3 года назад
I’ve been using trigonometry and shaders for quite a long time now
@peter486
@peter486 2 года назад
hey are you still alive ? isent better to go vith vertex animation, seems so Overkill rigging it.. if you are gona use it Particles. it seems like a very very very expensive way of doing it. kind of stupid honestly youi are getting 36 fps that relay not use fill at all. for a onject that you not even gona see. there is simply no way i can implement something that expensive in a project Looking at the gpu and cpu graph.
@MonsterJuiced
@MonsterJuiced Год назад
It was just a test to compare methods vs performance. Why are you having a go at him?
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