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Unreal Engine Game Optimization on a Budget, by Tom Looman 

JetBrains
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6 окт 2024

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Комментарии : 20   
@GokdenizCetin
@GokdenizCetin 3 месяца назад
Thanks for the talk!
@davidetucci1909
@davidetucci1909 Год назад
Very informative video, but the audio is quite bad, so if you could enable subtitles it would be more comprehensible
@EladdNZZ
@EladdNZZ Год назад
Just found this as looking for optimisation information. Have been using insights but learning how to interpret the information. This video very helpful even though it released November. I Just had to look, I actually have Toms course on Udemy. Got it back in 2018! Looks like I did not get far into it 😞I think I will revisit as I am sure there will be plenty of useful information in there.
@xaby996
@xaby996 17 часов назад
Amazing talk! People hire others for thousands for this info.
@joanvillora
@joanvillora Год назад
Great and useful talk!
@JohnDaniels
@JohnDaniels Год назад
Size Map is the bomb 💣👍🏻
@lukask.3465
@lukask.3465 Год назад
thanks for the tips! very helpful!
@nand3kudasai
@nand3kudasai Год назад
great talk. i wish his voice was better recorded. its hard to listen well.
@Gambsmoore
@Gambsmoore Год назад
27:00 in regards to doing a distance to every frame, wouldn't that itself add a significant amount of overhead, especially in regards to games with LOTS of interactable objects? Perhaps some kind of significance pooling system that manages all actors in a level automatically would cut down on performance even more. Or maybe a large clientside sphere trace done on the player that updates props as they enter/leave the sphere, it'd be expensive, but surely cheaper than having ALL your props line trace to your player.
@tom.looman
@tom.looman Год назад
You don't line-trace to your player, you use size squared to figure out how distant that object it. It does add overhead indeed, but it's not that bad (I did share the same concern beforehand btw). You can use "stat SignificanceManager" to see how much time you spend on computing significance. The gains you can get from tuning down irrelevant Actors should greatly outway the cost of doing the distance squared check. You can get smarter about it, for example handle the significance per room if you have a more linear game and avoid calculating per-object significance within the same room.
@Game_Masters
@Game_Masters Год назад
how much do I have to learn to make a game ? OMG
@DevGods
@DevGods Год назад
I’ve learned you never stop learning 😅
@joanvillora
@joanvillora Год назад
A lot.
@astroid-ws4py
@astroid-ws4py Год назад
A ton.
@stateofthefuck2089
@stateofthefuck2089 Год назад
it depend , if you want to do a game like pokemon, I say 1 month, but if you want to make a real game without any fucking bugs, probably it will take several years
@JohnDaniels
@JohnDaniels Год назад
Years of dedication 👍🏻
@johnfredcee
@johnfredcee 8 месяцев назад
Downvoted for lack of subtitles. Its's 2024, no excuse for lack of accessibility.
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