What a cool way of making a presentation. Super insightful but still keeps the audience hooked by interacting with them and adding a small dose of humor. Good job Ari!! :)
Seeing that fog material open set of enough warning bells to drown out a Meshuggah concert. Not only was it more than one noise, it was computational, and it didn't even listen to Particle Color. It was truly cursed. Fantastic presentation. Really liked the presentation style!
OMG thank you for being the first person EVER to explain how to find out WHAT is causing the poor performance in your level! I will spread this knowledge as best I can :)
1.Reduce the range of the light and close they shadow 2.Always use asynchronous to load assets instead if synchronous (Flush) 3.Use less transparent particle and get less emit 4.Don't use 'new' to create a pointer in c++ because heap overflow
I answered hundreds of questions on the old answerhub and never received unreal swag. All I had to do was attending a talk by Ari. Anyway, really cool idea to stay focused 100% of the time
Unreal engine should also help a bit more, it unnacepable that to have medium shadow sethings or acceptable shadows you get only 20 fps from a simple scene. Make a potato mode.
I don't understand how Ari got his cursed unbatched Point lights to be so expensive. I recreated the example and using the GPU visualizer no lights were over 0.05ms on my end.
6:50 lol just watched the same themed presentation by another guy at Epic from 2 years ago, and he said "optimize EARLY, from the very start of everything you do". So two completely contradicting statements.
Well, kinda. I would say you should be PROFILING early, and optimizing if something shows up there. In that case, yes, you would be optimizing early. But spending time "optimizing" something before it even shows up on the profiler, before you even know if it needed optimizing in the first place, that is wasted time.
I optimize at the very end because there's a lot of stuff I keep and then there may be stuff I'll take out so I don't want the optimize and stuff it's not even going to make it into the game, huge waste of time
it probably depend on what optimise target is suggested, im a nooby but i assume optimise early mean that u need to be cautious about what u want to implement and reasonable and anticipate and not just build crazy thing to have a huge load of work at the end, probably just a "scope" and subjectiv question
Interesting really good presentation, it would be cool, if there it would exist a step by step tutorial or documentation or something so that it would be easy-er to know what are this things ? I get LumenSceneLighting>DirectLighting>Offscreen shadows>DistanceFieldShadowPass Openworld.DirectionalLight 47,70 ms What should be a next step?
how do you look at the code from inside insights? I can't tell what anything is, i can see how long it takes, but then what? i have no idea what it does, where it does it, why, etc. you completely lose me at 26 minutes. Is this feature unavailable in 4.26? I really do not understand the point of a diagnostic tool that tells you what is happening (something is taking a long time) but gives absolutely no information as to why it is taking a a long time, or any more information whatsoever besides a name which returns zero search results on google.
why would 0.01 opacity be worse then say 0.1 opacity? is the cost of calculating translucency not the same regardless of how translucent? once you are seeing through the object, you need to calculate what is behind it regardless of how visible the background is or not. i have opacity at 0.01 on an anti-gravity particle system because it looks like a cartoon otherwise. there is no alternative solution.
The opacity doesn’t affect the cost, but having the particles barely visible means you need more of them for the same-ish effect. More particles = heavier on performance.
A bit over where i am, but i have this thing called, compulsive resolve :D No problem? dont worry will find one! or was it: i dont have problems, only solutions. and then my brain keep working whit the problem background, many times i wake up at night whit solution, compulsive i say. Great video!
@@LohkareGames In this case, the AsyncLoadingThread "flushing" means that the main thread will lock up and wait until everything has loaded before continuing. It can be convenient if you need to use the assets being loaded literally in the next line of code. Usually you don't want everything to lock up, specially not for a packaged game, so you should ask for something to be loaded and then later on when it finishes you have a callback to handle the completion.
I have a Problem, i went from 2070 super to 4080 for boosting fps but i stays 100% the same. When i got scalability on low i get 40fps on both and on epic its 25. How is that possible if the gpu is 100% not bottleneck
Insights support (and all other debugging tools) is stripped out for Shipping builds. Make sure your packaged build is using the Development build configuration.
for the life of me I can't figure out what color this dude's hair is...sometimes i think it's blonde..then i think it's blue...then green...white maybe? maybe it's lights...i just don't know.
I'm already unable to use lights in UE, so "optimizing" seems a bit mystical. Is it possible to sell an Epic account? I stacked a lot of marketplace assets over the last 9 years (all the free for the month) and still unable to do anything with the engine. As I don't have any money that would help me
soooooooooooooooooooooooooooooooooo frustrating!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ashdgkajshdgkjsdhng!!------------------------- -------------- I WANNA BE LIKE U RIGHT NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The only problem with this guy is that he thinks everyone is a programmer with 15 years of experience like him. I really came here to find out what could go wrong in my game, if I were that experienced, I would do it myself.
Thanks for this video presentation, but i don't like the camera focus. I don't know why they're focusing host not the projector screen. Because some explanation didn't understand.