It's not just fitting memory that's important for power-of-two. The biggest issue is mip-mapping. Power-of-two textures can be easily and dynamically resized to smaller versions, which are used to reduce aliasing at long distances. If you've got a lot of jaggies or flickering, chances are you didn't use power-of-two textures and mips are therefore off.
Hey, so for most of the values the maximum texture size is set to 0. I took a look at my example and there is only one texture which doesn't have it set to 0. Based on their documentation 0 means that the maximum size possible for each platform. You can still go ahead and select all and change it like the video mentions.
No problem. Not a dumb question at all. Do the same process you did for changing them to 512. To set to default values you should see a curly arrow next to maximum texture size, when you hover over it, says revert to default value. Just need to click on it.
@@SipAndCode7 I have clicked the curly arrow button. some of the textures has been changed to 8k. But some of the hair textures hasn't changed. What else I can do to get it back to 8k.
@@vaibhavdevadiga9807 Hey, the curly arrow sets all textures to their default which was the initial value. Not all textures are set to 8k initially either. But if you wanted you can manually change it to the value you want.
This is nonsense. Just pick Mid or low resolution when downloading a Metahuman from Bridge. It does the same thing without the need to go into a bulk edit matrix. Also: texture size(s) are hitting the VRAM of your GPU, not necessarily the fps, so the title is quite misleading. Metahumans have insane shaders in their material slots as well as complex Groom. THOSE are the things which have a huge impact on your performance. So, depending on your scene you should rather reduce the LODs and / or switching grooms to cards.
After doing this, is it smoother and lag free for those too, who's are playing my game? Specifically for metahuman? Because I am targeting to make a mini game for who's are using intel hd graphics, i mean no external gpu. But i want to use metahuman character. Please answer my situation.
Hey @CptSamilul Yes reducing texture resolution does affect the fps of the game for those who are playing as well. This ofcourse doesn't only apply to metahumans but all the textures you are using in your game. You do need to do some fine tuning. Perhaps the best thing to do is try different resolutions and try to run the game on a machine with the settings you are targeting. I am not sure how well it would perform on a machine with no external GPU. You have to see how low of a resolution you can go to where your game still looks good but also runs smoothly. There are also other factors that affect performance as well. Hope this helps.
So you just deleted a ton of frustration from my life, I guess less character development for me personally but much more character development for Metahumans.
Thanks a mill, great help with my recent project, I was at the edge of giving up on metahumans, but this saved the day!
Glad it worked out for you :)
Thank you for this wonderful tip for optimizing a metahuman or any other character. Kudos to you.
Glad it was helpful!
It's not just fitting memory that's important for power-of-two. The biggest issue is mip-mapping. Power-of-two textures can be easily and dynamically resized to smaller versions, which are used to reduce aliasing at long distances. If you've got a lot of jaggies or flickering, chances are you didn't use power-of-two textures and mips are therefore off.
Thank you for sharing that, I appreciate it.
What a great tut. I just figured out how to use this software for my needs and my comp was getting too hot. Thank you!
Glad it worked out
sadly there's no comparison in performance
but in any case this surely helps
thank you
wiil be amazing to see more Performance optimization videos please!
very help!
Very helpful, thanks
for some reason my engine can't do all at once so i had to do it 10 at a time
Just use LOD bias instead... that way, they all get reduced evenly.
This is for "when developing". What's a good dimension for gameplay?
mine is set 0 instead of multiple value even after i selected all, any help?
Hey, so for most of the values the maximum texture size is set to 0. I took a look at my example and there is only one texture which doesn't have it set to 0. Based on their documentation 0 means that the maximum size possible for each platform. You can still go ahead and select all and change it like the video mentions.
Thanks. Dumb question: if I use that procedure to reduce my MH's textures to 512, what is the figure to return them to later?
No problem. Not a dumb question at all. Do the same process you did for changing them to 512. To set to default values you should see a curly arrow next to maximum texture size, when you hover over it, says revert to default value. Just need to click on it.
@@SipAndCode7 Thanks!
@@SipAndCode7 I have clicked the curly arrow button. some of the textures has been changed to 8k. But some of the hair textures hasn't changed. What else I can do to get it back to 8k.
@@vaibhavdevadiga9807 Hey, the curly arrow sets all textures to their default which was the initial value. Not all textures are set to 8k initially either. But if you wanted you can manually change it to the value you want.
@@SipAndCode7 I see, got it! Thanks for the update.
Extremely Helpful.
Glad it was helpful!
Thanks, help me a lot!
Hi you are welcome, I am glad
Thank you. Will it reduce render time?
It will if you keep the texture size reduced.
thank you
You are welcome
Thank youman!
Great tip! It crashed the engine lol, but I'm going to continue to use this in the future
Yeah it is a computationally expensive function especially if there is a lot of textures so sometimes ue may crash :)
thanks so much!
This is nonsense. Just pick Mid or low resolution when downloading a Metahuman from Bridge. It does the same thing without the need to go into a bulk edit matrix. Also: texture size(s) are hitting the VRAM of your GPU, not necessarily the fps, so the title is quite misleading. Metahumans have insane shaders in their material slots as well as complex Groom. THOSE are the things which have a huge impact on your performance. So, depending on your scene you should rather reduce the LODs and / or switching grooms to cards.
Can you do a tutorial in how to import 3d scans from polycam app?
Like inanimate objects.
Also from metahuman UE editor
Haven't imported from polycam app so unfortunately don't know much about it.
Nice.
Nice, does this trick change the size of the project?
After doing this, is it smoother and lag free for those too, who's are playing my game? Specifically for metahuman? Because I am targeting to make a mini game for who's are using intel hd graphics, i mean no external gpu. But i want to use metahuman character. Please answer my situation.
Hey @CptSamilul
Yes reducing texture resolution does affect the fps of the game for those who are playing as well. This ofcourse doesn't only apply to metahumans but all the textures you are using in your game. You do need to do some fine tuning. Perhaps the best thing to do is try different resolutions and try to run the game on a machine with the settings you are targeting. I am not sure how well it would perform on a machine with no external GPU. You have to see how low of a resolution you can go to where your game still looks good but also runs smoothly. There are also other factors that affect performance as well. Hope this helps.
Made zero difference on my end.
So you just deleted a ton of frustration from my life, I guess less character development for me personally but much more character development for Metahumans.