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.
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!
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.
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?
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?
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)
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
Bless you
I'm a indie dev has a low-end pc and I can't express how important optimizations for me.
Fell you bro, same problem with me
@@varshajay2298 it should be important for any indie...the lower spec your project works on, the more potential customers you have :)
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.
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!
Me too. But that means we weren't paying attention to his presentation. He said not to save optimization for later but implement it right away. :-x
Reminder:: GPU Profile shortcut has changed to Ctrl + Shift + ,
I need to use the Feature Level switch on my materials. Good reminder.
Great uploads this morning Epic!
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.
Just the video I have been looking for. Thanks for this
I will not say perfect cause I don't know if you miss something but GREAT ! Yes, it's clear and helps me a lot ! Thanks, Merci beaucoup !
This is super helpful. Thank you for the talk.
You guys need to do a troubleshoot video for common errors that happen when using the engine.
Forums - Its all there for the searching.
Thank you very much for this webinar. Very enlightining...
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.
#9:18
It should be 60hz. Am I right?
thanks for the very useful talk!
very informative presentation
Very important information about profiling, i am so happy yo know now this new topics.
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?
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?
Steve ** approves of the powerpoint
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)
He means translating blueprint into code (c++) . no third type
Blueprint nativization is very limited. Won't work well with structs, enums and some other stuff.
Please give nativization some love epic.
Agreed atleast a list of do and don't nativize items so we know what to exclude or include.
Awesome. Do you know how to increase the Font Size of the GPU Profiler? Thank you so much, keep rocking.
porqué youtube me pone automaticamente subtitulos en chino? si me los va a activar automaticamente, que me los ponga en inglés
5:10 Nanite: Am I a joke to you?
Lovely talk.
this should be renewed for UE5
Great speech!!!
Hey how to show dumpticks? Nothing shows up after I enter the command
thank you!!!
Does anyone know the command to scale the frame buffer?
thank you
What is Animation Fast Path?
Muito bom!
@30:35 Atlases (Verb of atlas)
VOCÊ POR ACASO DISSE BRASIL?
CryEngine handles foliage well
it works in fortnite?
wow
vai brasiliam
Tem brasileiro que é foda
you know for this long of video he does not say a whole lot feel asleep twice
Is assuming a proper knowledge on graphics programming forbidden for these talks or what?