Unreal Engine Game Optimization on a Budget, by Tom Looman

  Рет қаралды 17,511

JetBrains

JetBrains

Күн бұрын

Пікірлер: 21
@GokdenizCetin
@GokdenizCetin 4 ай бұрын
Thanks for the talk!
@xaby996
@xaby996 Ай бұрын
Amazing talk! People hire others for thousands for this info.
@EladdNZZ
@EladdNZZ Жыл 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.
@davidetucci1909
@davidetucci1909 Жыл бұрын
Very informative video, but the audio is quite bad, so if you could enable subtitles it would be more comprehensible
@joanvillora
@joanvillora 2 жыл бұрын
Great and useful talk!
@JohnDaniels
@JohnDaniels Жыл бұрын
Size Map is the bomb 💣👍🏻
@lukask.3465
@lukask.3465 Жыл бұрын
thanks for the tips! very helpful!
@nand3kudasai
@nand3kudasai Жыл бұрын
great talk. i wish his voice was better recorded. its hard to listen well.
@Gambsmoore
@Gambsmoore Жыл 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 Жыл 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 2 жыл бұрын
how much do I have to learn to make a game ? OMG
@DevGods
@DevGods 2 жыл бұрын
I’ve learned you never stop learning 😅
@joanvillora
@joanvillora 2 жыл бұрын
A lot.
@astroid-ws4py
@astroid-ws4py 2 жыл бұрын
A ton.
@stateofthefuck2089
@stateofthefuck2089 2 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 10 ай бұрын
Downvoted for lack of subtitles. Its's 2024, no excuse for lack of accessibility.
@keygamedev
@keygamedev 23 күн бұрын
Thanks for the talk!
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