Please more videos about performance, we've a lot of tutorials in KZbin but it lacks of performance topics.
@PendingKill4 жыл бұрын
This was our first time including UE4 Profiler results as part of the performance analysis. Let us know if you would like a more in-depth video on it!
@Schytheron4 жыл бұрын
Yes please! I am writing a thesis on a game system I wrote and I need to measure the performance impact of it, but I've never used the UE4 profiler before. Would be of great help! EDIT: Btw, is there a way to export the results of a profiler to like a .csv format or something (or at the very least as a log file)?
@PendingKill4 жыл бұрын
@@Schytheron Will do! We're still learning our way around the profiler tool ourselves but I'll put it in the ideas list. As for CSV, I'm not sure that the ue4stats file can be converted directly to csv, but it seems like there's a separate CSV Profiler tool that can output that: docs.unrealengine.com/en-US/Engine/Performance/CSVProfiler/index.html
@Schytheron4 жыл бұрын
@@PendingKill Oh! Dope! Thanks for that link!
@DonEsteban3D4 жыл бұрын
It's a great idea with this performance tests.
@PendingKill4 жыл бұрын
Thanks, glad you appreciate them!
@SodrekR4 жыл бұрын
Abzu also uses Material Animations to render hundreds of animated fish. They have a GDC talk about it.
@Raztal4 жыл бұрын
Very intersting, thanks for sharing!
@PendingKill4 жыл бұрын
Raztal glad you liked it!
@alexanubis12 жыл бұрын
how was the flocking of the rats made in the beginning? :)
@MrKennykyle14 жыл бұрын
How do you make it better? How do multiplayer games with 100 players make it smooth?
@jeffreydolemite19224 жыл бұрын
A very good question, @Pending Kill?
@MrJekaeben4 жыл бұрын
update animation only on visible actors + if model small or far from player you can reduce update rate
@samhein3213 жыл бұрын
adding bones impacts the framerate. The rats could of been animated without bones, which makes them have better performance
@MonsterJuiced Жыл бұрын
Why did you say this?
@TorMatthews3 жыл бұрын
Were your static meshes just 200 components in 1 actor or 200 separate actors with 1 component each?
@PendingKill3 жыл бұрын
To demonstrate the shader animations we did it two ways. The first was 200 static mesh actors. The kind you get when you just drag a static mesh asset into your scene, not the kind where you create a new blueprint actor class and add a static mesh component. The second way was using a hierarchical instanced static mesh component (HISM). We created a single actor with a single HISM component that can hold a bunch of static mesh instances.
@TorMatthews3 жыл бұрын
@@PendingKill thanks!
@sherifhany3863 жыл бұрын
MMoooreeeee !!!!
@abdelmaleksereir28364 жыл бұрын
Tutorial game yugioh
@harrynnebank83213 жыл бұрын
I’ve been using trigonometry and shaders for quite a long time now
@peter4862 жыл бұрын
hey are you still alive ? isent better to go vith vertex animation, seems so Overkill rigging it.. if you are gona use it Particles. it seems like a very very very expensive way of doing it. kind of stupid honestly youi are getting 36 fps that relay not use fill at all. for a onject that you not even gona see. there is simply no way i can implement something that expensive in a project Looking at the gpu and cpu graph.
@MonsterJuiced Жыл бұрын
It was just a test to compare methods vs performance. Why are you having a go at him?