Interested in additional questions that were asked? Check out the forum post for Performance Optimization for Environments: forums.unrealengine.com/unreal-engine/events/1825312 Want to join the conversation and engage with the Unreal Engine Community? Here are some links to get you started... Unreal Engine Website - www.unrealengine.com/ Unreal Engine Forums - forums.unrealengine.com/ Unreal Online Learning - www.unrealengine.com/onlinelearning-courses Unreal Slackers Discord - unrealslackers.org/ Communities Unreal Engine - communities.unrealengine.com/ Documentation for topics mentioned in the stream: Unreal Insights: docs.unrealengine.com/en-US/Engine/Performance/UnrealInsights/index.html RenderDoc: docs.unrealengine.com/en-US/Engine/Performance/RenderDoc/index.html View mode: docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewModes/index.html LODS: docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html Virtual Texturing: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fhoZ2qMAfa4.html docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/index.html Visibility and Occlusion Culling: docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html Performance and Profiling: docs.unrealengine.com/en-US/Engine/Performance/index.html GPU Profiling: docs.unrealengine.com/en-US/Engine/Performance/GPU/index.html Actor merging: docs.unrealengine.com/en-US/Engine/Actors/Merging/index.html Project Settings: docs.unrealengine.com/en-US/Engine/UI/ProjectSettings/index.html Rendering and Graphics: docs.unrealengine.com/en-US/Engine/Rendering/index.html Post Process Materials: docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/PostProcessMaterials/index.html Post Process Effects: docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/index.html Hierarchical Level of Detail: docs.unrealengine.com/en-US/Engine/HLOD/index.html Source Control: docs.unrealengine.com/en-US/Engine/UI/SourceControl/index.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JxXydvG4mlI.html Spyder: From Day Zero to Post-Launch | Inside Unreal - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TRVmRtMrsGg.html
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
47:37 - I couldn't agree more, the autolod feature is a massive gamechanger. A lot of people dont use it because they doubt its power. For 95% of static meshes it works perfectly.
Thank you for these videos, also I really do not understand the complaints about a long video, performance is a pillar of game making and has many different topics (As shown in the video). So thank you for this amazing lecture :)
Was watching this live earlier today, but had to leave midstream to attend class. Glad that this was posted as the subject is of great interest to myself and my team project!
Holyfuck the stat RHI is so fucking usefull. My 8kmx8km landscape with procedural foliage was 17FPS, with changes to the max draw distance per foliage type am now running at 42fps 23ms. Went from a like 15million + tris to 6million tris, 2700+ drawcalls to 1500+ drawcals!
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
this was so much fun, though i know most of it and still get less fps LOL but it was just so much good to hang out with these amazing guys, im 2 years late but it still felt like im present there
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
This was terrific. Trying to transition from physical set design to virtual art prod., this was crucial to understand in building out levels. Cheers gang.
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
For those (like me): Comparing apples to apples means comparing things that can reasonably be compared, while the phrase apples to oranges often is used to represent a comparison that is unreasonable or perhaps impossible.
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
Max performance boost Everything in your level should be set to static if it's a mesh or something you can't interact with... Turn off cast shadows on everything that doesn't need it.. Newspapers on the ground... Floor meshes... Distant scenery... Etc...blueprints that don't need to update should have tick enabled turned off... Use merge actors for prefabing groups of smaller actors... The less actors the better, that's why you use merge... Lights should only be set to movable if they need to move... If you only need to adjust intensity they can be set to stationary... Otherwise set them to static... The less blueprints you use the better performance... Only use get all actors once in your entire game.. Give every actor you need to get a tag.. Get all actors with tag.. Give them another tag and use the second tag to sort them and add them to arrays for usage... Recycle your single trace... Sweep instead of using multiple traces...
Thanks for making this. Very useful tips! I had a question about lighting though. We're making a VR game in UE4 which has a persistent level, a start screen level (pick character, load game, etc) and then a handful of game map levels that stream in/out depending on the player location. The map levels are varied environments, so have different sky spheres, weather, etc. In terms of lighting, should we have seperate lighting settings (post process, lightmass importance volume, etc) for each bit of map (with only a skylight in the persistent level, since you can only have one per world)? Or what exactly do you put in the persistent level for a VR open world game?
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
great video! one thing though is not the entire BP_PerfAnalysis setup was shows, I would like to create this blueprint for my own project so I was wondering if there was another video out there that shows how to set the whole thing up? I followed along for everything that was shown but some of skimmed over
Hi, very useful video, first thanks for posting. My question is: how do I handle cull distance when I look through binocculars? The distance from foliage and camera stays the same, but it should be rendered, when looking through the binocculars. Is there a chance to change cul distance with blueprints?
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
1:26:40 you used quad overdraw and the cloud complexity is shown. this doesn't work for me. In fact one of the optimization viewports show the volumetric clouds. How do you show them ?
HI^, thanks for everything Unreal! Can you please elaborate about debugging the hitch problem? Victor mentioned something about statStartHitch or something? If nothing else, maybe I could try async loading(about to dabble), but I was hoping to have a better understanding.
Does the virtualtexture sample parameter work with 4.26? In 4.25 we couldn't use landscape material instances for multiple rvts. Which made rtvs only usefull for non worldcomposition projects
For the insights, I can't get the start/stop to work. When I launch the game with the commands (-trace=gpu,cpu) - it's a continuous recording. I use a very similar blueprint to record fps/snap shot/switch cams. You can name them too which is nice. But I can't start/stop this trace. I'm not using a source built project, could that be the problem?
"stat gpu" is unusable for me. it makes the editor runs at 4 fps and the first thing eating all performance are "GPUSceneUpdate" and "VisibilityCommands"
My fps still goes from 120 to 20 fps as soon as I place a landscape and a light in a scene. That's my fault, I see too large and shouldn't use AAA concepts like lights, materials, meshes, rendering, programmation
never assume that we arent gonna be up in the sky looking down. cheap shortcuts are immersion breaking and come off as lazy regardless what the reason is. If theres no roof on the building I'm going to end up seeing it and be disappointed
i wish you guys would just show us a huge detailed city scenes with grass trees highly over scaled texture quality and lights that are really close together with shadows turned on and then show us what to do in under 30 min to optimize all of it! thats all the human race needs all this other stuff is to much!!!!!!!! just open that shader complexity option and stat fps and show us how to get to all green fast and close to 60 frames on large very detailed scenes!!! this is so frustrating and once we as people usual figure it out it could have been explained in a few min!! so what gives Human Race??
They mentioned in this livestream that they'll add transcripts for this video, also in different languages. So once they did that you can download the transcript and search in the document for your desired keywords. anyway, timestamps would make it much easier.
Unreal engine crash's all the time, its the one thing that i hate about it, ive even had it crash on new project before i even did anything to that new project lol