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NPC Manager - Crowd Optimizations with over 500 NPCs! 

Coqui Games
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21 окт 2024

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Комментарии : 41   
@marcthornton2900
@marcthornton2900 4 года назад
Really good stuff. Surprised by the relative costs of the line trace. Glad to hear these optimizations will make it over to abk too.
@CoquiGames
@CoquiGames 4 года назад
Yeah, I was surprised too. Simple line traces are very cheap in Unreal, and Im only tracing to the "Active" NPCs, which limits it to around 100 traces every 0.5 seconds. I'm working on further improvements so we'll see where we end up :)
@thecreatorx3d439
@thecreatorx3d439 Год назад
from one coqui to another. AWESOME!
@GaMeNik19
@GaMeNik19 4 года назад
​ Coqui Games, hello! You're doing great job with your system! But what if I have RootMotion animations, so it can't be just disabled... is there any chances to optimize?
@CoquiGames
@CoquiGames 4 года назад
Hmm, I havent tried root motion, but I think it should work. There are options to enable or disable root motion on the animation montages, so I would think it will work :)
@GaMeNik19
@GaMeNik19 4 года назад
​@@CoquiGames, I mean -- character motion comes from animation and if we disable it -- NPC will just stand
@CoquiGames
@CoquiGames 4 года назад
@@GaMeNik19 Hmm, my setup uses In-place animations for movement so I can control speed, stopping, etc. I'm not sure I will support root motion for locomotion on the first release, but if its a requested feature I will take a look :)
@tkts8782
@tkts8782 4 года назад
Aaaaand my wallet is gone again. By any chance have you thought if having them do certain things at certain "times" like a day and night routine, add fraction mechanics and make different movements for different NPC types?
@CoquiGames
@CoquiGames 4 года назад
Yup :) Already have the capability of loading different Profiles (lists of tasks) based on time of day. But the code is still really buggy so its not ready to show yet :P
@gladiyit6771
@gladiyit6771 Год назад
If you use Metahumans, even without animation they are expensive. Add a paragraph, please. Texture replacement. That instead of Metahuman when the player does not see moves for example Mannequin.
@CoquiGames
@CoquiGames Год назад
Yeah for sure MHs are quite expensive! And thats a good suggestion - replace the skeletal mesh completely when they are far (more aggressive than LODs).
@mecklefeckle8569
@mecklefeckle8569 3 года назад
Comparing out of the box and your setup, what is the maximum npcs from the default ue4 and yours?
@CoquiGames
@CoquiGames 3 года назад
Hard to give an accurate number, but if I turn off all the optimizations my FPS tanks at around 100 NPCs in the scene. This system helps me push over 500 keeping FPS fairly high. You can add many more than that btw, as long as you adjust the cull distance :)
@FINALFORMSTUDIOS
@FINALFORMSTUDIOS 4 года назад
Wondering when we will have a chance to play around with this. :)
@CoquiGames
@CoquiGames 4 года назад
Soon :D
@peter486
@peter486 3 года назад
whats realy the probem, 41k polygons for the default Mannequin *500 = 20,500,000 Polygons That pretty much a hero Asset. lower polygons, low textures and possible more streamlined rigs. and the AI script do not need interaction over x distance. you can easy push 1000 +
@crown9413
@crown9413 4 года назад
Very nice, you've made something very similar to the Significance system they use in fortnite, although your is seems much more non-coder friendly. Any plans for releasing this?
@CoquiGames
@CoquiGames 4 года назад
Thanks Crown9! I do plan to release this, but no ETA yet, as I just started working on this. Still lots of ideas and features to add, so let me know if you have any suggestions on how to make this better :)
@crown9413
@crown9413 4 года назад
Hmm, Maybe you could put the script into components, so that if you wanted to add the system to a new character or controller it’d be really easy.
@SanneBerkhuizen
@SanneBerkhuizen 3 года назад
I'm wondering how well it performance when you package it and make the blueprint native
@CoquiGames
@CoquiGames 3 года назад
I havent tested once its nativized, but I would assume it would be even better :)
@gladiyit6771
@gladiyit6771 Год назад
Genius!
@KeepItSimplePC
@KeepItSimplePC 2 года назад
looking good
@vegitoblue2187
@vegitoblue2187 4 года назад
How do I go about this if some will actions are animation driven for games like hitman and splinter cell
@CoquiGames
@CoquiGames 4 года назад
If you need the NPCs to still animate while being partially inactive, simply desect that option under Optimization in the NPC Controller component :)
@vegitoblue2187
@vegitoblue2187 4 года назад
@@CoquiGames isnt detecting ai using a sphere trigger eith a separate collision channel faster than trace?
@CoquiGames
@CoquiGames 4 года назад
@@vegitoblue2187 It depends. I'm actually not using traces to determine the distance (I keep an array of all NPCs in the scene and calculate their distance that way). However, I'm using traces to determine visibility. This means that even if an NPC is close, but cannot be seen, you can make it partially disabled. For this I need a trace on the Visibility channel to make sure it detects any objects on the way :)
@vegitoblue2187
@vegitoblue2187 4 года назад
@@CoquiGames hmm well there are many ways of doing it so I guess ill explore as many options as I can before I fecide on one. Also, does Unreal take advantage of multihreading for ai? That can potentially be huge in performance
@Muhammad_Abdullah_Sultan
@Muhammad_Abdullah_Sultan 3 года назад
That's amazing
@CoquiGames
@CoquiGames 3 года назад
Thank you!
@patrykleveldesign
@patrykleveldesign Год назад
You sell this ? If yes give link pliss
@CoquiGames
@CoquiGames Год назад
Hi there, you can get the asset here - www.unrealengine.com/marketplace/en-US/product/npc-manager-system
@wtfmiki
@wtfmiki 6 месяцев назад
oooo this is amazing lol finally i can spawn more than 10 enemys in the map without my pc explo......xd amazing love it
@prodev4012
@prodev4012 4 года назад
Do these optimizations work in multiplayer?
@kathoden135
@kathoden135 4 года назад
It should be if he makes them server run instead of it running locally
@CoquiGames
@CoquiGames 4 года назад
I haven't tested yet, but I intend to make the system multiplayer, so it should work at the end :)
@vegitoblue2187
@vegitoblue2187 4 года назад
Kathode N yep rainbow 6 seems to do it this way for terrorist hunt
@bestia96
@bestia96 3 года назад
And how to use it?
@CoquiGames
@CoquiGames 3 года назад
Please take a look at the tutorials to learn how to use it :)
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