周报 第17期
UE4 - Overview of Static Mesh Optimization Options
- Draw Calls ( stat scenerendering)
- Materials
- Changing materials typically creates an additional draw call
- Culling
- FREEZERENDERING - freezes the culling state and lets you fly around to see what is actually being rendered
- Batching - Static or dynamic batching
Solution
-
- Combine multiple static meshes into a single mesh and merge mateirals into single texture atlases
- no longer culled effectively
- build out a level with modular pieces
Hierarchical Level of Detail
Instanced Static Mesh(ISM)
Hierarchical Instance Static Mesh(HISM)
References
What are Draw calls
- A group of polygons that shares the same material
- How many is too many?
- PC & Console games
- 2000~3000 is ideal
- 5000~ starts to have problems
- 10000~ probably is a problem
- Mobile & VR games
- Max is a few handreds
- PC & Console games
- How to check
- stat RHI
- stat sceneRendering
- how to execute a command - press ‘Tab’
- how to disable a command - ‘stat none’ or enter the same command
Setting up Visual Studio for Unreal Engine
Visual Assist
Resharper C++
Smarter Macro Indenting
A list of various ways to speed up C++ compilation in Visual Studio
- Include-What-You-Use
- Plugin
- Turn off Intellisense
- Turn off unity building
- Upgrading hardware
UE4 Performance Optimization
- Stat FPS: 显示帧率
- Stat Unit:显示游戏,绘制,GPU的时间
- Stat SceneRendering: 显示Draw calls和其他计算指标
- ShowFlag.
0:设置指定资源的可见标志(StaticMeshes, SkeletalMeshes)
UE4 Performance and Profiling
- (00:08) - Overview
- (02:37) - Profiling Best Practices
- (06:20) - Profiling Process
- (12:49) - Diagnostic Tools
- (14:52) - Optimization View Modes
- (21:25) - Prifiling Tools
- (25:36) - Blueprint Optimizations
- (35:59) - Draw Thread Optimizations
- (39:50) - GPU Optimizations
- (46:16) - Lighting Considerations
- (50:27) - Optimizing for Device
- (52:04) - Network Optimizations
- (53:14) - Content Streaming
- (56:44) - Further Information