Unreal Engine Game Optimization on a Budget, by Tom Looman

  Рет қаралды 15,671

JetBrains

JetBrains

Күн бұрын

This talk was part of the JetBrains GameDev Day Online 2022 conference. Details: pages.jetbrains.com/dotnet-da...
Description: Unreal Engine is built to work for a wide range of projects and platforms out of the box. It’s up to you to make it run within the budget for your specific needs. In this talk, Tom Looman shows how to identify performance issues and optimize your game projects on a budget.
00:00 Intro
2:15 Start
2:42 Table of Contents
3:07 Who am I?
3:56 Preparing for Profiling
5:22 Find the bottleneck
7:55 Unreal Insights
8:40 Insights: Trace Channels
9:25 Insights: Bookmarks
10:08 Insights: Custom Stat Profiling
10:57 Insights: Tips
12:20 Memreport -full
14:35 DumpTicks
18:12 Collision & Physics
21:40 Moving Scene Components
26:09 Significance Manager
28:15 Occlusion Culling
34:23 Light Culling
35:57 Level Streaming
39:10 Animation & Skeletal Meshes
43:50 Oodle Compression
45:50 SynthBenchmark
47:10 Shadow Proxies
48:00 SizeMap (Disk & Memory)
48:40 Statistics Window
49:39 Useful Console Commands
51:15 Q&A Time!
Twitter: / t_looman
Related links: www.tomlooman.com/wp-content/..., www.tomlooman.com/unrealengin...
Speaker: Tom Looman, Unreal Engine Instructor & Indie Developer
Original stream: • JetBrains GameDev Day ...
#GameDevDayOnline

Пікірлер: 18
@lukask.3465
@lukask.3465 Жыл бұрын
thanks for the tips! very helpful!
@joanvillora
@joanvillora Жыл бұрын
Great and useful talk!
@davidetucci1909
@davidetucci1909 8 ай бұрын
Very informative video, but the audio is quite bad, so if you could enable subtitles it would be more comprehensible
@EladdNZZ
@EladdNZZ 10 ай бұрын
Just found this as looking for optimisation information. Have been using insights but learning how to interpret the information. This video very helpful even though it released November. I Just had to look, I actually have Toms course on Udemy. Got it back in 2018! Looks like I did not get far into it 😞I think I will revisit as I am sure there will be plenty of useful information in there.
@JohnDaniels
@JohnDaniels Жыл бұрын
Size Map is the bomb 💣👍🏻
@nand3kudasai
@nand3kudasai 9 ай бұрын
great talk. i wish his voice was better recorded. its hard to listen well.
@Gambsmoore
@Gambsmoore 11 ай бұрын
27:00 in regards to doing a distance to every frame, wouldn't that itself add a significant amount of overhead, especially in regards to games with LOTS of interactable objects? Perhaps some kind of significance pooling system that manages all actors in a level automatically would cut down on performance even more. Or maybe a large clientside sphere trace done on the player that updates props as they enter/leave the sphere, it'd be expensive, but surely cheaper than having ALL your props line trace to your player.
@tom.looman
@tom.looman 10 ай бұрын
You don't line-trace to your player, you use size squared to figure out how distant that object it. It does add overhead indeed, but it's not that bad (I did share the same concern beforehand btw). You can use "stat SignificanceManager" to see how much time you spend on computing significance. The gains you can get from tuning down irrelevant Actors should greatly outway the cost of doing the distance squared check. You can get smarter about it, for example handle the significance per room if you have a more linear game and avoid calculating per-object significance within the same room.
@Game_Masters
@Game_Masters Жыл бұрын
how much do I have to learn to make a game ? OMG
@DevGods
@DevGods Жыл бұрын
I’ve learned you never stop learning 😅
@joanvillora
@joanvillora Жыл бұрын
A lot.
@astroid-ws4py
@astroid-ws4py Жыл бұрын
A ton.
@stateofthefuck2089
@stateofthefuck2089 Жыл бұрын
it depend , if you want to do a game like pokemon, I say 1 month, but if you want to make a real game without any fucking bugs, probably it will take several years
@JohnDaniels
@JohnDaniels Жыл бұрын
Years of dedication 👍🏻
@johnfredcee
@johnfredcee 3 ай бұрын
Downvoted for lack of subtitles. Its's 2024, no excuse for lack of accessibility.
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