this is an awesome resource, as someone who has worked at both large and small studios, the more the average user can understand about optimization, the easier everyone's life becomes throughout the production. thanks for sharing :D
Great talk and very interesting subject ! For the [inaudible] subtitles at 30:39 he's talking about creating atlases of your textures. For thoses who might not know that term it means creating a single texture from multiple textures by combining them
They forgot to talk about collision performance and complexity, basically keep your collision meshes as simple as possible and reduce to the use of collision if possible
This may be a dumb question, but I presume that both "hit" and "overlap" are considered collision? Are there ways to get around overlap-based events or hit-based events, or do you mean more of a "don't do it unless you absolutely need to"?
@@JesseLeeHumphry Hit is for a blocking volume, overlap is for overlapping, but yeah same thing to my knowledge. yes use it if you have to, I would suggest making sure all collision channels are ignored except the channels you’re using, because when the object is overlapped, it’ll check in all channels. This doesn’t make a gigantic performance improvement, but if a large amount of volumes used then it may stammer performance a bit.
@@brandongrey9240 Ah, you know I hadn't considered the 'ignore' channels. So if we're looking for pawn, no need to be even THINKING about overlaps for anything else. That's a good point. No need for gigantic performance improvements; it's all about the little ones that stack up over the course of the project.
@@JesseLeeHumphry yeah exactly, I actually just recently finished a project, and I learned a gargantuan amount of little details and quarks about UE. You’re right, it’s the little things that stack up.
As a beginner I've been trying to find these types of videos/resources. Wished there was a consolidated source so we could find all the questions we need to think about to go about developing games the right way.
Wat about Colliosns, how do thye affect perforamnce, specially if your using " use complex and simple" , no one talks about it in all the performance and optimization videos.
Cant believe its not much parallel. For function like draw calls, could u parallelize this? Like, could u call this with OpenMP or anything else to parallelize it?
Its funny watching this because I WAS STRAIGHT UP IN THE ROOM FOR THIS but I wasn't profiling anything at the time... now I'm rewatching LOL Great talk!
24:44 isn't that a bit misleading? For a few versions now, UE4 instances identical static meshes, which you do mention later at 30:51. You say it may not always work as expected, but from my experience it works pretty well. What are the cases when it may not work?
Sorry I'm a beginner, when he says "native or c++" are those the same thing, or is there a third type of UE4 programming I don't know of? (outside of blueprint and c++ I mean)