sadly there's no comparison in performance but in any case this surely helps thank you
@spaltoz Жыл бұрын
Thank you for this wonderful tip for optimizing a metahuman or any other character. Kudos to you.
@SipAndCode7 Жыл бұрын
Glad it was helpful!
@kovaryzoltan18597 ай бұрын
Thanks a mill, great help with my recent project, I was at the edge of giving up on metahumans, but this saved the day!
@SipAndCode77 ай бұрын
Glad it worked out for you :)
@coulterjb226 ай бұрын
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!
@SipAndCode76 ай бұрын
Glad it worked out
@thegiffman Жыл бұрын
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.
@SipAndCode7 Жыл бұрын
Thank you for sharing that, I appreciate it.
@Enginuity_UE4 ай бұрын
Just use LOD bias instead... that way, they all get reduced evenly.
@aviel200 Жыл бұрын
wiil be amazing to see more Performance optimization videos please! very help!
@MatyasCensky8 ай бұрын
Very helpful, thanks
@andyswi11 ай бұрын
Extremely Helpful.
@SipAndCode711 ай бұрын
Glad it was helpful!
@IndigoKidda9 ай бұрын
thank you
@SipAndCode79 ай бұрын
You are welcome
@kairavmehta405510 ай бұрын
for some reason my engine can't do all at once so i had to do it 10 at a time
@VideosFavero9 ай бұрын
Thanks, help me a lot!
@SipAndCode79 ай бұрын
Hi you are welcome, I am glad
@commanderskullySHepherdson11 ай бұрын
thanks so much!
@amerboss99 Жыл бұрын
mine is set 0 instead of multiple value even after i selected all, any help?
@SipAndCode7 Жыл бұрын
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.
@SKIROW11 ай бұрын
Thank youman!
@RizaBochiza Жыл бұрын
Great tip! It crashed the engine lol, but I'm going to continue to use this in the future
@SipAndCode7 Жыл бұрын
Yeah it is a computationally expensive function especially if there is a lot of textures so sometimes ue may crash :)
@azythegreat3 ай бұрын
This is for "when developing". What's a good dimension for gameplay?
@PatrickTheDM Жыл бұрын
Nice.
@FirstnameLastname-mq1hp11 ай бұрын
Thank you. Will it reduce render time?
@SipAndCode711 ай бұрын
It will if you keep the texture size reduced.
@eddy-readysteady-go9001 Жыл бұрын
Can you do a tutorial in how to import 3d scans from polycam app? Like inanimate objects. Also from metahuman UE editor
@SipAndCode7 Жыл бұрын
Haven't imported from polycam app so unfortunately don't know much about it.
@MatthewWarnerVA Жыл бұрын
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?
@SipAndCode7 Жыл бұрын
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.
@MatthewWarnerVA Жыл бұрын
@@SipAndCode7 Thanks!
@vaibhavdevadiga9807 Жыл бұрын
@@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.
@SipAndCode7 Жыл бұрын
@@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.
@vaibhavdevadiga9807 Жыл бұрын
@@SipAndCode7 I see, got it! Thanks for the update.
@stanleywtang8 ай бұрын
Nice, does this trick change the size of the project?
@ArthurBaum Жыл бұрын
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.
@CptSamiul Жыл бұрын
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.
@SipAndCode7 Жыл бұрын
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.
@djtc20938 ай бұрын
Made zero difference on my end.
@3djimmy8 ай бұрын
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.