How to Optimize Performance in Unreal Engine 5
Вставка
- Опубліковано 27 січ 2024
- Unreal Insights tutorial showing how to understand and improve a game's performance. This video demos how tracing and the profiler works, and then applies those skills to fix a performance problem in my time rewinding prototype.
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More details of the time rewinding prototype project:
• Rewinding Time in UE5
Check out my video on setting up Visual Studio 2022 for UE5:
• How to Setup Visual St...
Project is available on GitHub:
github.com/NuMakesGames/ue5-r...
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#unrealengine #gamedev #optimization - Наука та технологія
This helped me so much and completely changed my understanding of debugging in Unreal. I just solved an issue that had been causing performance drops for months on my project. I can't believe you happened to post this video 1 day before I found out about Unreal Insights haha Thank you
Great video! Could tell right away when first saw your videos that you know your stuff, and you know about aspects that matter a lot that aren't often discussed online!
Great share ❤ gonna dive in this the coming days
Excellent video, thanks for sharing!
Nice explanation. Thank you!
Great video. Full of info, i love these detailed tutorials that gets into every thing
Important note : always measure CPU performance in cooked/Test build (Test config is basically a shipping build with enabled some basic debugging functionalty) especially BP performance gets much better with all optimizations on.
Then you haven't understood the point of using the profiler, right? No need to build the whole fucking project to test it. If the lags are due to debugging you would be able to see it in the graph. Sorry but you're not that smart in the end of the day.
man, thank you so much! great job!
amazing work
TBH my biggest takeaway was the bookmarks and profiler scopes, which I was not aware of before. It would've been great if you explained how to set those up, because it felt like you kinda breezed past that part. Appreciate the video though! Good delivery and useful info!
great video, thanks for the insight! 😉
heeey
You're awesome, Nu :)
✌🏻✌🏻✌🏻thank a bunch …. Was very useful for me ….
FREAKING RAD DUDE!
Really UseFull VS The UnReal Trash webinars I saved This Video Thank u
There is no relevant button in the lower right corner of my editor interface, how to display it ?
@@legoarkhamproject Use UE 5.3
yessssss
when i press F to focus on a frame, it doesn't select an area that starts and stops with the frame... i.e. the blue selection thing starts before or after the frame box starts, and ends before or after the frame box ends. Any clue what is happening there?
Not sure. Possibly looking across rendering work split across one game thread frame?
Is it possible to bookmark chunks of BP code so they show up in insights?
Yes! Check out Trace Bookmark in the Trace Util Blueprint Library.
@@NuMakesGames Incredible stuff. Very embarrassed I didn't know about this much sooner!
Ooff man you are so good at explaining the front end session , i would love more content on this , also anything about code optimization , i noticed you are using a lot of constexpr , why is that is there any benefits from this ?, other than that you are great
constexpr is the best modern C++ mechanism for defining a compile-time constant. It’s mostly a style habit in my usage here, but you can also use it in scenarios where you are computing a value at compile time with zero runtime cost.
aha thanks for the tip brother@@NuMakesGames
Can I see overall average time of frame of game/render thread etc?
I typically just use stat unit for that information. I am not sure if that is displayed anywhere prominently in insights, but the trace definitely contains all the information required to compute it.
Makes u wonder if the engine debug drawing is like that cuz they dont care as its debug anyway or maybe there is a better way to use it
I was knowingly abusing it. Don’t call it thousands of times per frame. :)
@@NuMakesGames well it still seems heavy, i have seen the same thing with chaos vehicles debug drawing when u have like 10-20 vehicles, it looks like way less drawing than this project and it still tanks fps