I believe this is the first time I've heard someone in Epic talk about the meaning behind "virtual" in detail. This clarifies things a lot.
@theQuickRundown3 ай бұрын
These recent optimization talks were so needed! Thank you
@eternalsoma3 ай бұрын
Lets say i had this problem yesterday and now this video is here. What a timing
@Unknowable_Void3 ай бұрын
Finally a clear explanation for why Lumen might be flickering in certain scenes
@BenHitbox18 күн бұрын
If you're curious why Lumen wouldn't disable at 41:41, it is because setting Global Illumination Method in a Post Process will override nearly all other methods of of changing that setting. There was a PostProcess in this map that overrode that cvar entry.
@Tylru3 ай бұрын
Incredible talk. However, if you're going to allow your speaker to continually say the links to all the CVARs will be available at the end... Please make sure the links to all the CVARs IS available at the end.
@GreenClover03 ай бұрын
There's a linktree link at the end which has links to CVARs for all Mike's presentations including this one
@sean8102Ай бұрын
Also if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@Slapdash86Ай бұрын
@@sean8102 You can generate that list from within the engine any time by typing "help" into the console :)
@tbvjwodn3 ай бұрын
I love how Matt explain things! :) Thank you so much!!!!
3 ай бұрын
Brilliant guy! So informative.
@ciprianstanciu73 ай бұрын
For who's watching, the VRS visualization shown here is broken in 5.4.4. I can't post links here but I posted the fix on the unreal forums. Also with VRS on, virtual textures flicker like crazy, as demonstrated in the video at 14:30 center screen, sadly the speaker doesn't touch on that :/
@zehnjucht3 ай бұрын
I learned a lot of new things in here. GREAT talk.
@dXXPacmanXXb3 ай бұрын
Unreal should publish a book with all those console variables and their use. How is anyone keeping track of all of them. Some of them seem so important yet I have never heard about them
@screwdriver1337Ай бұрын
There is a "console variables" menu in "help" at the top of the editor. Maybe the names are not the ones I remember, but you'll definitely find it on the top panel of the editor. Then just type one word from a command and it will give everything related to it.
@sean8102Ай бұрын
if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@FireF1y644Ай бұрын
Use Notion to write down anything important you learn, as I do.
@wilismatrix9847Ай бұрын
@@screwdriver1337 well it doesn't explain anything and not even how to execute it correctly. Most known commands are just known from this UE evangelists who works with epic games.
@DanielGoupil3 ай бұрын
Great talk as usual thanks Matt
@blknmild3 ай бұрын
Thank you for this video, its EXACTLY what I needed to encourage me to move forward with my indie game project in UE!!!
@issacdhanАй бұрын
Great Insight for Optimization. Thanks.
@jerobarraco2 ай бұрын
Great videos Epic. Keep it up! I really enjoyed this talk, his voice was very clear and easy to understand (for a non english native).
@Cloroqx3 ай бұрын
The master returns.
@d369studios3 ай бұрын
Thank you for this video Matt!
@ChadT-n9q3 ай бұрын
I remember the first demo in April of 2020 showing off UE5 for the first time, how detailed and incredible it looked and still looks today, running live on a PS5 dev kit essentially, to now 4 years later and it still seems like everytime they show off scenes like this one they always say "this is not for video games", which is discouraging because wasn't the whole point of these technologies to make games look incredible and now they are struggling to do so 4 years later with a dozen caveats??
@51Daedalus3 ай бұрын
So how would you actually fix those large yellow surfaces in the lumen scene without pumping the lumen scene detail so much that performance tanks? Sometimes, these yellow parts are closer and larger than smaller stuff behind it that renders just fine into the lumen scene so it can feel incredibly random why its happening.
@GES19853 ай бұрын
For packaged actors, is there a way to cull the geometry that is hidden inside of collisions, so that there are no draw calls on the parts of the packaged actors that can not be seen?
@alexandrechekroun3 ай бұрын
How do you get the Nanite Variable Shading Rate visualization at 27:29 ?
@Gundir_Cap3 ай бұрын
where can I get a link with commands and their description? I think it was said that it will be under the video
@sean8102Ай бұрын
It's the QR code at the end of the video (it also has the address) Also if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@Trait743 ай бұрын
Where are the links? The Console Variables and the Video links? Especially the Lumen Optimization video
@sean8102Ай бұрын
At the end of the video where the QR code is, and the link is below the QR code. Also if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@pricklyprickle3 ай бұрын
Amazing talk i learned a lot from this Epic is amazing at making good informational material
@violentpixelation54863 ай бұрын
❤️💯#gold
@ligazetom3 ай бұрын
Could anyone explain 21:00 a bit more? He just dropped it like it's not a big deal having texture dropped when the camera is static. Is there anything to counter that or thats just it. Is it every 16th pixel on screen? So if my texture takes more screen space it's less likely to be dropped?
@DannyArtNL3 ай бұрын
Absolutely fantastic! Or should I say, ilLumen-ating 😏...
@thhm3 ай бұрын
Whats the console command for showing the stat for the virtual texture memory?
@sean8102Ай бұрын
IDK but if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@mindped3 ай бұрын
so how come when i disable reverse index buffer... i can still scale meshes in negative just fine?
@yonghengshouhu3 ай бұрын
UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .
@RogueBeatsARG3 ай бұрын
Wait, so enabling DLSS and FSR is not Optimizing a game? damn need to tell 90% of UE5 game devs before they release
@th-redattack3 ай бұрын
😂
@ergin3d3 ай бұрын
So Matt is doing the math... :P
@mindped3 ай бұрын
Anyone find that link with all the cvars that he keeps saying is included with this video? (but is not)
@sean8102Ай бұрын
It's the QR code at the end of the video (and the link is spelled out below it). Also if you search "unreal engine 5 commands" the first result is a post in the Unreal Engine forums with a link to ALL of the UE 5 console commands/CVARS etc. available in several formats you can save. I saved the HTML file locally. It has a search box as well so you can search through all the commands easily.
@D3kryption3 ай бұрын
I'm curious to hear about the latest nanite videos and how people are saying its highly bad for performance and people should stop using it. It'd be good to here from Epics side :D
@GlassesAndCoffeeMugs3 ай бұрын
Tbh the fundamental problem with Nanite has always been "it works best with super high poly geometry and all the other expensive modern features" and even then it doesn't always work better than LODs. So the issue is you're already starting the race 4 laps behind so to speak in terms of performance, since you're limiting yourself to mostly super high poly geometry which is heavy to begin with regardless of Nanite, and also forcing yourself to use the most expensive graphical features. But to be fair he does mention this in the beginning of the video, he's demoing arch viz stuff, high poly models, and explicitly says he is NOT talking about realtime games.
@D3kryption3 ай бұрын
@@GlassesAndCoffeeMugs Hey! Thanks for the reply. That was my basic understanding of it, but I just figured it was the whole "you don't need LODs anymore" and it was just a HUGEEEE time saver. But now more and more videos are coming out saying how bad it is for games. By the sounds of it, its kinda the same with lighting. If you baked it (or create lods) its always going to be faster predefined than in real time lighting (or nanite)
@ptcmia3 ай бұрын
@@GlassesAndCoffeeMugs do you have an example of a scene with LOD running faster than the same scene in nanite?
@redtroll803 ай бұрын
@@ptcmia kzbin.info/www/bejne/embdnHqenLCKh6s LODs are probably always faster, but for me as I was doing my first game, nanite was huge time saver...just import high res mesh, no lowres mesh needed to be build...
@d.w.s.43203 ай бұрын
Nanite was probably the largest jump in modern gaming graphics. Saying it is bad for performance is just nuts.
@Horizontff3 ай бұрын
Esta equivocado en el video. El simple hecho de usar nanite supone un costo. Si usas nanite para mallas con pocos poligonos etc el costo de activar nanite es mayor al coste de la malla por lo que es mejor no usar nanite para este tipo de mallas para tener mejor rendimiento. Estaría bien que mejorarais la optimización de lumen, Ray tracing, Virtual shadow maps, AO
@raymondstewart335016 күн бұрын
The best optimization for unreal is using something other than unreal.
@IstyManame3 ай бұрын
"If it can be nanite it should be nanite" That is a lie, if you use nanite for meshes with small amounts of polygons the base cost will be way higher than the performance gains
@Dante12433 ай бұрын
💯
@drinkwwwaterrr3 ай бұрын
Nanite is entirely impractical unless all your meshes are unoptimized in the first place. Having well managed LODs gives you MUCH better performance while still looking great.
@e-frame53443 ай бұрын
Youre only right about this if you dont put this into context to all other elements the engine offers like Virtual Shadowmaps and Lumen :3
@jackryan85883 ай бұрын
@@e-frame5344Unless your making an open world game with photoscanned and film ready assets, it’s a waste of your time and performance.
@Smokey-A3 ай бұрын
@@e-frame5344 Lumen and VSM's have their own issues too.
@FergusonGary-m8k3 ай бұрын
Quincy Dale
@gabriel.br99717 күн бұрын
Unreal Stutter 5
@qu3xHG3 ай бұрын
I like that even on official learning videos kzbin.info/www/bejne/mpuXnIGkn5l5d7M you can kinda see the draw backs of modern graphics models were content starts to flicker at far distance. Also when you hear the buzz words in 16ms window you can make your conclusion that UE only cares for a 60fps target rather then ultra high frame rates
@senhor68633 ай бұрын
The flickering back there is actually just lumen, those objects are so far away, and their pixel size is so small that Lumen just shits itself, if you wanna keep everything stable, at high quality and performant, you should probably put a distance limit of Lumen, whether that's a fair trade its up to you, but they definitively don't talk about that
@xaby9962 ай бұрын
"We're going to assume that you're using nanite & lumen" Skip
@hellomistershifty3 ай бұрын
Using SVTs? Great. Disabling static lighting if you're using Lumen? Awesome. Doing both of those things? Full crash with Assertion failed: !UE::RenderCommandPipe::IsReplaying() whenever you edit a material with SVTs Why is the fix for this error, UE-219361, slated for 5.5 and not in the 5.4 bugfixes?
@QuantayPeoplesКүн бұрын
I love it when Unreal Engine 5.5.1 crashes every 15 minutes on my RTX 4090
@killaor115Ай бұрын
Complete garbage get it together UE
@hankstorm31352 күн бұрын
unreal is the worst optimized games ever i think no dev ever saw this video. pls fix your games or epic fix your engine.
@MoTHO_BRO_2933 ай бұрын
Hi
@MayhemMilIerКүн бұрын
unreal is bad
@The-Filter2 ай бұрын
Where is advanced and structured bulk importing for whole project hierarchy, inclufing auto texturing and converting? advance my a$$!
@patépété3 ай бұрын
I find all these videos funny: "you just have to check this box"... and yet all UE5 titles sutter like hell.
@AkitaMix3 ай бұрын
Extraordinary claim
@Mr4Goosey3 ай бұрын
That checkbox is a recent addition. Most UE5 titles that have recently released have been 5.0 or 5.1 titles, and this problem had not yet been solved in those releases.
@SyntaxDomain3 ай бұрын
@@Mr4Goosey Which checkbox specifically?
@LittleBlue423 ай бұрын
Mostly fixed now in recent versions. Lots of new updates to the back end.
@shannenmr3 ай бұрын
Stuttering is usually due to compiling shaders which until recently was solely the responsibility of the Developers to do offline (PSOs) and include in the package, many Developers either didn't do this or usually do a bad job of it (it requires playing/moving through every level fully while running the process). In the recent versions of UE5 they have made strides to pre-compile them while map loading and asynchronously while you play the game plus displaying a default texture if required instead of blocking the thread (stutter) while it compiles it but there is still some improvements to be made.