645 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			645 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
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								# 有待改进的地方
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								1. 角色卡通渲染:建议之后自研卡通渲染引擎。
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								2. DMX Light Beam性能问题。
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								3. 因为成片后续会进行重新渲染,建议编写一个插件 记录UE各种事件(录像功能)+记录摄像机轨迹,方便后期进行操作。
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								# 优化记录
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								## DMX
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								渲染模型&材质:
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								- SM_Strobe_Lens   M_MI_Lens_Strobe:不透明材质,指令数254
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								- SM_Beam_RM        M_Beam_Master:
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								- BP_StaticMatrix    M_MatrixBeam_Master
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								### Beam材质 
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								变量:
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								- NSlice:NearPlane  交点世界坐标
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								- NDepth:
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								- FSlice:FarPlane 交点世界坐标
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								- FDepth:
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								MF_WSIntersection:如果没有相交,RelIntersectPos为,IntersectDistance为。
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								### 优化方案
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								1. DMX模型改成StaticMeshInstance,Gun的模型是Masked,建议改成不透明。
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								2. 关闭DMX灯光中的照明效果,因为不会对着模型照明。
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									1. 场景中的组件勾选**Disable Lights**
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								3. StaticMeshLens 组件可以按照距离进行关闭。(BP_StaticStrobe_C、BP_MovingHead_C)
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									1. 场景中的组件中的StaticMeshLens去掉**Visible**。
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									2. Sequence中手动设置**Visible**。
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								4. Beam材质
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									1. 给BeamRayMarch的DMX Max Light Distance 乘上一个变量倍率,之后适当减少DMX Max Light Distance大小,建议的倍率为1.2~1.5,长度为1/1.2~1/1.5; 给BeamRayMarch的DMX Zoom 乘上一个变量倍率,Zoom 5=>4.5~3,并且将倍率调整成合适数值。
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									2. 调整Zoom Quilty 1=>1.5~2,并且适当调整DMX Lens Radius的数值,减少断点问题。
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								5. 
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								## 优化目标
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								XR 2k 2048*1080 50帧 => 3440 * 1440 50帧0
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								## 优化场景
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								E:\Project\yanjingdan\BengHuai\Ture\Content\UnWorld\BengHuai_True\Maps
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								E:\Project\yanjingdan\BengHuai\L_Dacapo\content\UnWorld\BengHuai_Dacapo\Maps\L_Dacapo5.umap
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								E:\Project\yanjingdan\BengHuai\BengHuai\Content\UnWorld\BengHuai_Tiantai\Maps\L_BengHuai_Tiantai.umap
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								步骤:
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								1. 场景静态模型设置成Nanite,以下模型需要额外考虑是否开启Nanite:
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								    1. 带有世界位移与Masked的模型,比如花 草 模型。
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								2. 将一些不会动的模型都设置成Static。
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								3. 告知拍摄镜头需求,是全景还是需要360°都有拍摄要求。
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								4. 确定场景之后不会进行改动之后,使用MergeActor将模型中的相同材质进行合并,将场景中的静态模型设置成Instance。
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								### L_BengHuai_Tiantai
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								问题:
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								~~1. 模型问题
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								    1. 目前比较大的问题在于模型较多、面数较高且场景静态模型没有设置成Nanite。使得剔除与BasePass渲染延迟过高。~~
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								#### Model
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								~~1. 场景中大量巨大无异议的球,名字为:Sphere~SphereX~~
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								~~2. 图元较多的关卡
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									1. L_Main_AllCity_Chengbao_2~~
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								- dd_polySurface
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								- BookOpen
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								- Box001~Box003
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								- 
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								#### Light&Shadow 
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								1. SpotLightDingGuang
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									1. 去掉Cast Shadow(只影响台阶的阴影)
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									2. 勾选Distance Field Shadows。
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								2. RectLight 81~93:
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									1. 去掉Cast Shadow。
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									2. 将其替换成SourceLength 匹配的PointLight。
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								3. 将其他面光源替换成点光源或者聚光灯(可以减少0.1~0.2ms,优先级低)。
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								#### Translucent 
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								1. 修改EasyFog的材质(大纲搜索EasyFog),从Translucent=>Additive。并且重新调整亮度。
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								2. 大纲搜索EnvEmitter,调整大小并使用Cutoff工具对齐进行裁剪。(覆盖范围过大)。修改材质MI_Env_Inst~MI_Env_Inst22,从Translucent=>Additive。并且重新调整亮度。
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								#### 2023.6.5优化建议
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								1. 舞台观众、荧光棒去掉CastShadow,同时考虑使用Nanaite
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								2. 浮游炮材质重Masked=>不透明
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								3. 烟花材质重Translucent=>Additive
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								4. Sequence进入舞台镜头时对看不见的建筑物进行隐藏操作。
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								5. 主舞台所有模型进行Merge,并且设置成Nanite。
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								6. 主舞台DMX灯光开启DisableLight。
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								7. 调整Lumen渲染参数或者后处理盒子参数:
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									- Lumen Scene Lighting Quality: 2 =>0.25
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									- Lumen Scene Detail:4=>1
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									- Lumen Scene View Distance:20000=>1000~3000
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									- Max Trace Distance:20000=>1000~3000
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								### L_Dacapo5
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								问题:
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								1. 模型问题
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								    1. 模型较多、面数较高且场景静态模型没有设置成Nanite。使得剔除与BasePass渲染延迟过高。
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								    2. 花草不是Instance
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								    3. 花卉、草的的材质有优化空间。
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								2. 阴影
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								    1. 有2个方向光投射阴影,关闭其中一个。并且使用距离场阴影。
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								3. Lumen
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								    1. 设置Lumen参数,去除草地对GI的计算。
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								4. 天空上的透明体积雾效果
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								BasePass渲染延迟较高的模型:
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								HUABAN_toon hua 123 instances 19501-19515    4775.936
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								grass0 hua 123 instances 19481-19489    4387.84
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								MI_grass_01_Inst_gbl SM_grass_01_gbl_lv 31 instances 14016-14025    2996.224
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								HUABAN_PINK_toon1 hua_pink 35 instances 15286-15291    1172.416
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								grass0 hua_pink 35 instances 19491-19499    1107.968
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								HUAXIN_toon_toon1 hua 123 instances 15266-15274    572.416
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								MM_Grass HUA002 2 instances 14405-14415    440.32
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								M_plants SM_sf_flower_05 13548-13551    193.536
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								M_plants SM_sf_flower_05 13739-13742    191.488
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								M_plants SM_sf_flower_05 13734-13737    167.936
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								HUAXIN_toon_toon1 hua_pink 35 instances 15276-15284    164.832
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								M_plants SM_sf_flower_05 13669-13672    128.00
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								M_plants SM_sf_flower_05 3 instances 13664-13667    124.928
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								### L_True
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								1. 模型问题
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								   1. Nanite与Instance(主要是电视机)
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								2. VolumetricSpotlightEngine 是拿来干什么的?
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								3. 灯光
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								   1. 关闭投射阴影(尤其是点光源,包括天光)
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								      1. 天光
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								      2. SpotLight11
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								      3. SpotLight12
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								      4. SpotLight2
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								      5. DirectionalLight
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								      6. PointLight1~6
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								   2. 调整灯光投射范围(有一些太远了)
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								4. 13_Mat_DianShiJi14 贴花看不出有什么作用。
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								5. 黑色遮罩的几个Plane是干什么的
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								6. 中间的几个透明片删掉
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								7. 中间数据库的材质重Tranlucent => Additive
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								8. 几个透明的粒子效果将材质从Tranlucent => Additive( 鬼影问题很大)
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								BasePass渲染延迟较高的模型:
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								monitorE_col_High_A_Mat2 monitorE_High_Geo_Grp 90 instances 12336-12351    2444.288
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								TTest monitorE_High_Geo_Grp 28 instances 12006-12014    761.856
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								monitorE_col_High_A_Mat2 monitorE_High_Geo_Grp 12 instances 12353-12357    337.92
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								monitorE_col_High_A_Mat monitorE_High_Geo_Grp 11 instances 12837-12852    308.224
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								monitorF_col_high_A_Mat monitorF_High_Geo_Grp 107 instances 12870-12884    197.632
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								TTest monitorE_High_Geo_Grp 6 instances 11961-11969    183.296
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								monitorG_col_High_A_Mat3 monitorG_High_Geo_Grp 66 instances 11542-11552    159.7
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								monitorA_col_High_Mat3 monitorA_High_Geo_Grp 168 instances 12576-12590    153.536
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								monitorD_col_High_A_Mat monitorD_High_Geo_Grp 27 instances 12283-12297    135.168
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								monitorG_col_High_A_Mat1 monitorG_High_Geo_Grp 47 instances 11448-11480    115.648
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								## L_XBLA xiubolian(休伯利安)
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								1. 移除没有明显投影效果的灯光。
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								2. 重写DMX插件,CPU GPU 负载压力较大。
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								3. Separate Translucency:去除勾选。
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								### 模型优化
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								1. 将场景中的静态模型都设置成Nanite。
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								2. 将BP_FeiChuan模型进行合并。
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								3. 如果飞船模型如果需要CastShadow则需要在模型里勾选Generate Distance Field。
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								#### xbla
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								开启Nanite,以及勾选Generate Distance Field。
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								MininumResidency:2MB
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								Fallback Relative Error:1.0=> 0.1~0.0
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								#### 关闭FeiChuang蓝图中StaticMesh的Shadow
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								### Light&Shadow
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								- [ ] 远处的几个小飞船 去掉CastShadow选项。
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								- DirectionalLight
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									- Num Dynamic Shadow Cascades:5=>3
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									- Dynamic Shadow Distance MovableLight:20000=>5000
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									- DistanceField Shadow Distance:51200=>5000
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									- Shadow Resolution Scale:1=>0.1~0.5
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								- SpotLight3
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									- 关闭CastShadow(3与4至少关一个)
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									- Attenuation Radius:11052.831055=> 2040
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									- Shadow Resolution Scale:1=>0.5
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									- 第二次修改
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									- Outer Cone Angle 44=>40
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									- Shadow Resolution Scale:0.5=>0.3
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								- SpotLight4
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									- 关闭CastShadow(3与4至少关一个)
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									 - Attenuation Radius:12052.831055=>4000.0
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								- 点光源
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									- 关闭阴影
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									- 降低Attenuation Radius到合适范围。
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									- 删除机翼处重新的点光源,pointLight81
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								### Lumen
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								调整Lumen渲染参数或者后处理盒子参数:
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								Lumen Scene Lighting Quality: 2 =>1
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								Lumen Scene Detail:4=>1
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								Lumen Scene View Distance:20000=>5000
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								Max Trace Distance:20000=>5000
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								### Translucent
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								#### Nebula
							 | 
						|||
| 
								 | 
							
								以下几个建议删除:
							 | 
						|||
| 
								 | 
							
								BP_NebulaProceduralGenerator
							 | 
						|||
| 
								 | 
							
								BP_NebulaProceduralGenerator2
							 | 
						|||
| 
								 | 
							
								BP_NebulaProceduralGenerator3N
							 | 
						|||
| 
								 | 
							
								BP_NebulaProceduralGeneratorMove
							 | 
						|||
| 
								 | 
							
								BP_NebulaProceduralGeneratorMove2
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								- BP_NebulaProceduralGenerator5
							 | 
						|||
| 
								 | 
							
									- Volumetric Sphere Amount:10=>1~5(推荐1)
							 | 
						|||
| 
								 | 
							
									- 效果会大变
							 | 
						|||
| 
								 | 
							
										- Min Sphere Radius (Km):0.25=> 0.1~0.2
							 | 
						|||
| 
								 | 
							
										- Max Sphere Radius (Km):0.75=> 0.6~0.7
							 | 
						|||
| 
								 | 
							
								- BP_NebulaProceduralGenerator6
							 | 
						|||
| 
								 | 
							
									- Volumetric Sphere Amount:10=>1~3(推荐1)
							 | 
						|||
| 
								 | 
							
									- Quality:Hight => Low~Medium
							 | 
						|||
| 
								 | 
							
									- 效果会大变
							 | 
						|||
| 
								 | 
							
										- Min Sphere Radius (Km):0.25=> 0.1~0.2
							 | 
						|||
| 
								 | 
							
										- Max Sphere Radius (Km):0.75=> 0.6~0.7
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								远景星云考虑使用SceneCapture渲染出来,再贴到一个片上。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								#### StarCluster
							 | 
						|||
| 
								 | 
							
								建议使用Niagara重做一个透明区域太多了。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## Domineer_Showcase
							 | 
						|||
| 
								 | 
							
								Sequence:Seq_Seq_Domin_XR
							 | 
						|||
| 
								 | 
							
								鬼影问题:
							 | 
						|||
| 
								 | 
							
								1. 修改材质,从Masked=> Translucent,并且开启材质的Responsive AA。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## NightGlow
							 | 
						|||
| 
								 | 
							
								### ~~CustomDepth~~
							 | 
						|||
| 
								 | 
							
								- MI_Icelandic_Rock_Cliff_ucdmcawdy_4K_Inst2_Normal
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								没有特殊需要,把PostProcessing-Custom Depth-Stencil Pass改成Disable。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Shadow 
							 | 
						|||
| 
								 | 
							
								- ~~SpotLight ~~
							 | 
						|||
| 
								 | 
							
								- ~~SpotLight2 ~~
							 | 
						|||
| 
								 | 
							
								- ~~SpotLight4
							 | 
						|||
| 
								 | 
							
								- ~~geogrp29下面的灯~~
							 | 
						|||
| 
								 | 
							
								- stone_Anim2
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								CasShadow关了。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### ~~Lumen~~
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Lighting Quality: 1=>0.25
							 | 
						|||
| 
								 | 
							
								- Lumen Scene View Distance:20000=>1000
							 | 
						|||
| 
								 | 
							
								- Max Trace Distance:20000=>1000
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								或者考虑换成烘焙阴影(不太合适)。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Nanite
							 | 
						|||
| 
								 | 
							
								特效Mesh:
							 | 
						|||
| 
								 | 
							
								~~- NS_Storns
							 | 
						|||
| 
								 | 
							
									- SM_Strom_piece_1884
							 | 
						|||
| 
								 | 
							
									- SM_Strom_piece_1875
							 | 
						|||
| 
								 | 
							
									- SM_Strom_piece_1900~~
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 场景模型控制 & WuTai破碎
							 | 
						|||
| 
								 | 
							
								- 在舞台模型出现后,使用Sequence将wutai破碎下面的破碎模型都隐藏了。
							 | 
						|||
| 
								 | 
							
								- 将外部六棱柱与内部六棱柱分开导出,并将内部六棱柱转换成Instance Static Mesh。
							 | 
						|||
| 
								 | 
							
								- 使用StaticMesh替换Landscape。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 透明物体
							 | 
						|||
| 
								 | 
							
								- EasyFog材质从Translucent=>Additive
							 | 
						|||
| 
								 | 
							
								- SM_Cloud_Single的材质从Translucent=>Additive
							 | 
						|||
| 
								 | 
							
								- geogrp的NewMaterial1_Inst从Translucent=>Additive
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 2023.6.11
							 | 
						|||
| 
								 | 
							
								- GameThread 13.4ms
							 | 
						|||
| 
								 | 
							
									- ~~WorldTick (4.3ms =>3)~~
							 | 
						|||
| 
								 | 
							
										- ~~进地形改成StaticMesh,选中地形,File => Selected (1.3ms)~~
							 | 
						|||
| 
								 | 
							
										- ~~减少NiagaraActor数量。~~
							 | 
						|||
| 
								 | 
							
								- RenderThread 43.1ms
							 | 
						|||
| 
								 | 
							
									- InitViews 9.8ms
							 | 
						|||
| 
								 | 
							
										- GatherDynamicMeshElements 7.4 ms
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								#### 理论上WuTai优化极限
							 | 
						|||
| 
								 | 
							
								- 关闭光线追踪
							 | 
						|||
| 
								 | 
							
								- 体积云参数调节
							 | 
						|||
| 
								 | 
							
								- 
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								删除模型测试:
							 | 
						|||
| 
								 | 
							
								- 原始状态延迟:29~32
							 | 
						|||
| 
								 | 
							
								- 删除WuTai FbxScene_zhuzi 21~22
							 | 
						|||
| 
								 | 
							
									- 删除FbxScene_zhuzi2~8    28~30
							 | 
						|||
| 
								 | 
							
									- WuTai 全部删除 23~25
							 | 
						|||
| 
								 | 
							
										- Wutai1 几乎没有变化
							 | 
						|||
| 
								 | 
							
										- Wutai2 26~28
							 | 
						|||
| 
								 | 
							
										- Wutai3 26~28
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								替换模型之后:19~21ms
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								##### 可以Instance的WuTai网格
							 | 
						|||
| 
								 | 
							
								删除以下网格并且使用 替换
							 | 
						|||
| 
								 | 
							
								- piece_0
							 | 
						|||
| 
								 | 
							
									- piece_1
							 | 
						|||
| 
								 | 
							
									- piece_2**
							 | 
						|||
| 
								 | 
							
									- piece_4**
							 | 
						|||
| 
								 | 
							
									- piece_6**
							 | 
						|||
| 
								 | 
							
									- piece_7
							 | 
						|||
| 
								 | 
							
									- piece_8 
							 | 
						|||
| 
								 | 
							
									- piece_9
							 | 
						|||
| 
								 | 
							
									- piece_10**
							 | 
						|||
| 
								 | 
							
									- piece_13**
							 | 
						|||
| 
								 | 
							
									- piece_14
							 | 
						|||
| 
								 | 
							
									- piece_15**
							 | 
						|||
| 
								 | 
							
									- piece_18**
							 | 
						|||
| 
								 | 
							
									- piece_21**
							 | 
						|||
| 
								 | 
							
									- piece_23**
							 | 
						|||
| 
								 | 
							
									- piece_24
							 | 
						|||
| 
								 | 
							
									- piece_25
							 | 
						|||
| 
								 | 
							
									- piece_26**
							 | 
						|||
| 
								 | 
							
									- piece_28**
							 | 
						|||
| 
								 | 
							
									- piece_29
							 | 
						|||
| 
								 | 
							
									- piece_30
							 | 
						|||
| 
								 | 
							
									- piece_31
							 | 
						|||
| 
								 | 
							
									- piece_32**
							 | 
						|||
| 
								 | 
							
									- piece_35**
							 | 
						|||
| 
								 | 
							
									- piece_36**
							 | 
						|||
| 
								 | 
							
									- piece_38**
							 | 
						|||
| 
								 | 
							
									- piece_40**
							 | 
						|||
| 
								 | 
							
									- piece_41
							 | 
						|||
| 
								 | 
							
									- piece_42**
							 | 
						|||
| 
								 | 
							
									- piece_45**
							 | 
						|||
| 
								 | 
							
									- piece_46
							 | 
						|||
| 
								 | 
							
									- piece_47
							 | 
						|||
| 
								 | 
							
									- piece_48**
							 | 
						|||
| 
								 | 
							
									- piece_51**
							 | 
						|||
| 
								 | 
							
									- piece_53**
							 | 
						|||
| 
								 | 
							
									- piece_54**
							 | 
						|||
| 
								 | 
							
									- piece_56**
							 | 
						|||
| 
								 | 
							
									- piece_57
							 | 
						|||
| 
								 | 
							
									- piece_58
							 | 
						|||
| 
								 | 
							
									- piece_59
							 | 
						|||
| 
								 | 
							
									- piece_60
							 | 
						|||
| 
								 | 
							
									- piece_61
							 | 
						|||
| 
								 | 
							
									- piece_62**
							 | 
						|||
| 
								 | 
							
									- piece_64**
							 | 
						|||
| 
								 | 
							
									- piece_65
							 | 
						|||
| 
								 | 
							
									- piece_66
							 | 
						|||
| 
								 | 
							
									- piece_67
							 | 
						|||
| 
								 | 
							
									- piece_68
							 | 
						|||
| 
								 | 
							
									- piece_69
							 | 
						|||
| 
								 | 
							
									- piece_70
							 | 
						|||
| 
								 | 
							
									- piece_71
							 | 
						|||
| 
								 | 
							
									- piece_72
							 | 
						|||
| 
								 | 
							
									- piece_73
							 | 
						|||
| 
								 | 
							
									- piece_74
							 | 
						|||
| 
								 | 
							
									- piece_75
							 | 
						|||
| 
								 | 
							
									- piece_76
							 | 
						|||
| 
								 | 
							
									- piece_77
							 | 
						|||
| 
								 | 
							
									- piece_78**
							 | 
						|||
| 
								 | 
							
									- piece_81**
							 | 
						|||
| 
								 | 
							
									- piece_82**
							 | 
						|||
| 
								 | 
							
									- piece_84**
							 | 
						|||
| 
								 | 
							
									- piece_85
							 | 
						|||
| 
								 | 
							
									- piece_86
							 | 
						|||
| 
								 | 
							
									- piece_87
							 | 
						|||
| 
								 | 
							
									- piece_88
							 | 
						|||
| 
								 | 
							
									- piece_89
							 | 
						|||
| 
								 | 
							
									- piece_90**
							 | 
						|||
| 
								 | 
							
									- piece_93**
							 | 
						|||
| 
								 | 
							
									- piece_94**
							 | 
						|||
| 
								 | 
							
									- piece_97**
							 | 
						|||
| 
								 | 
							
									- piece_98
							 | 
						|||
| 
								 | 
							
									- piece_99
							 | 
						|||
| 
								 | 
							
									- piece_100
							 | 
						|||
| 
								 | 
							
									- piece_101
							 | 
						|||
| 
								 | 
							
									- piece_102
							 | 
						|||
| 
								 | 
							
									- piece_103**
							 | 
						|||
| 
								 | 
							
									- piece_105**
							 | 
						|||
| 
								 | 
							
									- piece_107**
							 | 
						|||
| 
								 | 
							
									- piece_108
							 | 
						|||
| 
								 | 
							
									- piece_109**
							 | 
						|||
| 
								 | 
							
									- piece_112**
							 | 
						|||
| 
								 | 
							
									- piece_115**
							 | 
						|||
| 
								 | 
							
									- piece_117**
							 | 
						|||
| 
								 | 
							
									- piece_118
							 | 
						|||
| 
								 | 
							
									- piece_119
							 | 
						|||
| 
								 | 
							
									- piece_120
							 | 
						|||
| 
								 | 
							
									- piece_121
							 | 
						|||
| 
								 | 
							
									- piece_122**
							 | 
						|||
| 
								 | 
							
									- piece_124**
							 | 
						|||
| 
								 | 
							
									- piece_125
							 | 
						|||
| 
								 | 
							
									- piece_126**
							 | 
						|||
| 
								 | 
							
								- piece_104
							 | 
						|||
| 
								 | 
							
									- piece_12
							 | 
						|||
| 
								 | 
							
									- piece_44
							 | 
						|||
| 
								 | 
							
									- piece_92
							 | 
						|||
| 
								 | 
							
									- piece_123
							 | 
						|||
| 
								 | 
							
								- piece_63
							 | 
						|||
| 
								 | 
							
									- piece_5
							 | 
						|||
| 
								 | 
							
									- piece_11
							 | 
						|||
| 
								 | 
							
									- piece_33
							 | 
						|||
| 
								 | 
							
									- piece_111
							 | 
						|||
| 
								 | 
							
								- piece_79
							 | 
						|||
| 
								 | 
							
									- piece_17
							 | 
						|||
| 
								 | 
							
									- piece_22
							 | 
						|||
| 
								 | 
							
									- piece_37
							 | 
						|||
| 
								 | 
							
									- piece_43
							 | 
						|||
| 
								 | 
							
								- piece_114
							 | 
						|||
| 
								 | 
							
									- piece_27
							 | 
						|||
| 
								 | 
							
									- piece_34
							 | 
						|||
| 
								 | 
							
									- piece_106
							 | 
						|||
| 
								 | 
							
									- piece_116
							 | 
						|||
| 
								 | 
							
								- piece_110
							 | 
						|||
| 
								 | 
							
									- piece_16
							 | 
						|||
| 
								 | 
							
									- piece_19
							 | 
						|||
| 
								 | 
							
									- piece_83
							 | 
						|||
| 
								 | 
							
									- piece_95
							 | 
						|||
| 
								 | 
							
								- piece_20
							 | 
						|||
| 
								 | 
							
									- piece_49
							 | 
						|||
| 
								 | 
							
									- piece_50
							 | 
						|||
| 
								 | 
							
									- piece_91
							 | 
						|||
| 
								 | 
							
									- piece_113
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_Dacapo6
							 | 
						|||
| 
								 | 
							
								### CPU
							 | 
						|||
| 
								 | 
							
								- CPU粒子(删除看不到的Fog)
							 | 
						|||
| 
								 | 
							
									- NewBlueprint
							 | 
						|||
| 
								 | 
							
									- P_Wind
							 | 
						|||
| 
								 | 
							
								- BP_AddCommand
							 | 
						|||
| 
								 | 
							
								- BP_LightControl
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### GPU
							 | 
						|||
| 
								 | 
							
								#### 植被
							 | 
						|||
| 
								 | 
							
								镜头:
							 | 
						|||
| 
								 | 
							
								- 1612 GPU 37ms
							 | 
						|||
| 
								 | 
							
								- 2568 GPU 38ms
							 | 
						|||
| 
								 | 
							
								- 3233 GPU 38ms
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								1. 删除数量为0的植被
							 | 
						|||
| 
								 | 
							
								2. 将所有植被模型设置为Nanite。~~地形启用Nanite。~~
							 | 
						|||
| 
								 | 
							
									1. 转Nanite之前,需要修改材质函数MF_Grow,将里面的ObjectPosition节点改成float3(0,0,0) => TransformPosition(Instance&ParticleSpace)这2个节点
							 | 
						|||
| 
								 | 
							
								3. r.Nanite.AllowWPODistanceDisable
							 | 
						|||
| 
								 | 
							
								4. r.Lumen.DiffuseIndirect.MeshSDF.RadiusThreshold 100
							 | 
						|||
| 
								 | 
							
								5. 隐藏额外的灯光:006~013,并且将非卡通角色照明灯光的ToonIntensity设置为0
							 | 
						|||
| 
								 | 
							
								6. 将DMX灯光相关的模型用Sequence控制隐藏一下。
							 | 
						|||
| 
								 | 
							
								7. 将建筑物都使用默认材质进行替换。不要使用卡通材质。
							 | 
						|||
| 
								 | 
							
								8. r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange  1000
							 | 
						|||
| 
								 | 
							
								9. SM_Beam_RM 系列,用Sequence设置可见性。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 删除额外的东西
							 | 
						|||
| 
								 | 
							
								- 删除额外Landscape2,使用StaticMesh代替
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Sequence 场景可见性优化
							 | 
						|||
| 
								 | 
							
								Squence设置物体可见性:
							 | 
						|||
| 
								 | 
							
								- NewBlueprint :
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Lumen 
							 | 
						|||
| 
								 | 
							
								PostProcessVolumn => Lumen
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Lighting Quality: 2 => 1
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Detail:2 => 1
							 | 
						|||
| 
								 | 
							
								- Final Gather Quality:3 => 1
							 | 
						|||
| 
								 | 
							
								- Lumen Scene View Distance:20000 => 5000
							 | 
						|||
| 
								 | 
							
								- Max Trace Distance:20000 => 5000
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 2023.6.10
							 | 
						|||
| 
								 | 
							
								- 删除场景中的垃圾
							 | 
						|||
| 
								 | 
							
									- NewBlueprint系列
							 | 
						|||
| 
								 | 
							
									- 需确认用途
							 | 
						|||
| 
								 | 
							
										- SM_Clouds_346_3
							 | 
						|||
| 
								 | 
							
										- SM_Clouds_346_01
							 | 
						|||
| 
								 | 
							
								- 替换成StaticMeshInstance 并且转成Nanite
							 | 
						|||
| 
								 | 
							
									- ZhuDingHongEXP~ZhuDingHongEXP1659
							 | 
						|||
| 
								 | 
							
									- stone目录下的模型 SM_ruins_20~SM_ruins_87
							 | 
						|||
| 
								 | 
							
									- 新建文件夹1目录下的Cube~Cube18
							 | 
						|||
| 
								 | 
							
									- JuHua1244
							 | 
						|||
| 
								 | 
							
									- SHIKUAI_对象001
							 | 
						|||
| 
								 | 
							
									- SM_cliff_stone
							 | 
						|||
| 
								 | 
							
									- SM_GrassClumpFonce
							 | 
						|||
| 
								 | 
							
									- ZhuDingHongEXP2026
							 | 
						|||
| 
								 | 
							
								- 优化粒子 Fx_WaterFall
							 | 
						|||
| 
								 | 
							
									- 减少粒子数量以及生命。
							 | 
						|||
| 
								 | 
							
									- 删除所有镜头都看不到的粒子。(大致可以删掉一半),一些只有单个镜头可以看到的可以用Sequence手动K一下可见性。
							 | 
						|||
| 
								 | 
							
								- 替换粒子(改成GPU或者面片或者直接删除)
							 | 
						|||
| 
								 | 
							
									- P_Wind
							 | 
						|||
| 
								 | 
							
								- GameThread
							 | 
						|||
| 
								 | 
							
									- 删除额外的2个地形,并使用一个地形进行还原。
							 | 
						|||
| 
								 | 
							
								- RenderThread
							 | 
						|||
| 
								 | 
							
									- InitViews
							 | 
						|||
| 
								 | 
							
										- 几个角色脸部表情骨骼体 CastShadow 去掉
							 | 
						|||
| 
								 | 
							
										- 
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_Rubia
							 | 
						|||
| 
								 | 
							
								- PlanearReflection 删除,因为已经使用了屏幕空间反射。 
							 | 
						|||
| 
								 | 
							
								- 因为场景都是透明物体切没有Nanite会导致VSM无法缓存,所以需要使用ShadowMap。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_LiangZiZhiHai
							 | 
						|||
| 
								 | 
							
								### 模型转Nanite
							 | 
						|||
| 
								 | 
							
								- zhuwutai_Cube25
							 | 
						|||
| 
								 | 
							
								- wutai003
							 | 
						|||
| 
								 | 
							
								- SM_BENHUAI_BOX_1
							 | 
						|||
| 
								 | 
							
								- SM_BENHUAI_BOX_2
							 | 
						|||
| 
								 | 
							
								- SM_BENHUAI_BOX_6
							 | 
						|||
| 
								 | 
							
								- SM_BENHUAI_BOX_5_DJ
							 | 
						|||
| 
								 | 
							
								- SM_BOX_HEZI_HEKUAI
							 | 
						|||
| 
								 | 
							
								- SM_BOX_HEZI_HEKUAI_GanCui
							 | 
						|||
| 
								 | 
							
								- SM_GaoSuiBox
							 | 
						|||
| 
								 | 
							
								- SM_KongZhonXuanFU
							 | 
						|||
| 
								 | 
							
								- SM_LiaBianBox
							 | 
						|||
| 
								 | 
							
								- SM_ShuiJing_box_ID3
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 灯光&Shadow
							 | 
						|||
| 
								 | 
							
								- 关闭点光源阴影
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 透明材质(Translucent => Additive)
							 | 
						|||
| 
								 | 
							
								- M_StaticMeshSkinParticle_Inst 
							 | 
						|||
| 
								 | 
							
								- MI_Env_Inst2
							 | 
						|||
| 
								 | 
							
								- M_XuanWo_Inst1
							 | 
						|||
| 
								 | 
							
								- Stage_SeaOfQuanta_ErodedLand_UI06_Mat_Inst
							 | 
						|||
| 
								 | 
							
								- M_BP_EasyFog_2
							 | 
						|||
| 
								 | 
							
								- M_SkyWhiteJianBian_Inst1
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Lumen
							 | 
						|||
| 
								 | 
							
								PostProcessVolumn => Lumen
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Lighting Quality: 1 => 0.25
							 | 
						|||
| 
								 | 
							
								- Lumen Scene View Distance:20000 => 1000
							 | 
						|||
| 
								 | 
							
								- Max Trace Distance:20000 => 1000
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 粒子(严重影响性能!考虑删除或者优化)
							 | 
						|||
| 
								 | 
							
								- EnvEmitter_System02
							 | 
						|||
| 
								 | 
							
								- BP_EasyFog_2
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 合并模型
							 | 
						|||
| 
								 | 
							
								将场景的中的圆环状模型、Box模型合并一下。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_JianZhong
							 | 
						|||
| 
								 | 
							
								### Shadow 
							 | 
						|||
| 
								 | 
							
								- Ultra_Dynamic_Sky中的方向光
							 | 
						|||
| 
								 | 
							
									- Dynamic Shadow Distance MovableLight:20000 => 10000
							 | 
						|||
| 
								 | 
							
									- Num Dynamic Shadow Cascades:5 => 1
							 | 
						|||
| 
								 | 
							
									- Distance Field Shadows:True => False
							 | 
						|||
| 
								 | 
							
								- 关闭阴影
							 | 
						|||
| 
								 | 
							
									- SpotLight17
							 | 
						|||
| 
								 | 
							
									- SpotLight18
							 | 
						|||
| 
								 | 
							
									- SpotLight
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 模型优化
							 | 
						|||
| 
								 | 
							
								- 将场景中的石头、后景石头、剑以及剑下面的石头都转成Instance
							 | 
						|||
| 
								 | 
							
								- 场景中的模型转成Nanite。
							 | 
						|||
| 
								 | 
							
								- 相机背后看不到的模型都删除了。
							 | 
						|||
| 
								 | 
							
								- 删除场景中的CrystalFlw模型
							 | 
						|||
| 
								 | 
							
								- 将场景中的重复模型使用单个模型重新摆放,最后设置成Instance。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Shadow
							 | 
						|||
| 
								 | 
							
								- 关闭阴影
							 | 
						|||
| 
								 | 
							
									- PointLight
							 | 
						|||
| 
								 | 
							
									- PointLight4
							 | 
						|||
| 
								 | 
							
									- PointLight5
							 | 
						|||
| 
								 | 
							
									- PointLight6
							 | 
						|||
| 
								 | 
							
									- SpotLight2
							 | 
						|||
| 
								 | 
							
									- SkyLight
							 | 
						|||
| 
								 | 
							
									- VolumetricSpotlightEngine4的SpotLight
							 | 
						|||
| 
								 | 
							
								- 删除灯光
							 | 
						|||
| 
								 | 
							
									- PointLight2
							 | 
						|||
| 
								 | 
							
									- PointLight3
							 | 
						|||
| 
								 | 
							
								- DirectionalLight
							 | 
						|||
| 
								 | 
							
									- Dynamic Shadow Distance MovableLight:20000 =>4000
							 | 
						|||
| 
								 | 
							
									- Num Dynamic Shadow Cascades:5 => 1
							 | 
						|||
| 
								 | 
							
									- DistanceField Shadow Distance:4000
							 | 
						|||
| 
								 | 
							
									- DistanceField Trace Distance:25000 =>2000~4000
							 | 
						|||
| 
								 | 
							
									- Shadow Resolution Scale:1 => 0.1
							 | 
						|||
| 
								 | 
							
								### Lumen 
							 | 
						|||
| 
								 | 
							
								PostProcessVolumn => Lumen
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Lighting Quality: 2 => 0.25
							 | 
						|||
| 
								 | 
							
								- Lumen Scene Detail:2 => 1
							 | 
						|||
| 
								 | 
							
								- Final Gather Quality:3 => 1
							 | 
						|||
| 
								 | 
							
								- Lumen Scene View Distance:20000 => 1000
							 | 
						|||
| 
								 | 
							
								- Max Trace Distance:20000 => 1000
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								ProjectSettings - Lumen (以下设置仅提高1~2帧)
							 | 
						|||
| 
								 | 
							
								- Use Hardware Ray Tracing when available:
							 | 
						|||
| 
								 | 
							
								- High Quality Translucency Reflections:
							 | 
						|||
| 
								 | 
							
								- Software Ray Tracing Mode:DetailTracing => GlobalTracing
							 | 
						|||
| 
								 | 
							
								- r.Lumen.TraceMeshSDFs.Allow = 0
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								#### 添加DefaultScalability.ini
							 | 
						|||
| 
								 | 
							
								将Hight级别的Lumen设置覆盖到Epic级别设置。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Fog
							 | 
						|||
| 
								 | 
							
								- ExponentialHeightFog1:关闭体积雾。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 粒子 转换成GPU粒子或者尽量减少CPU粒子数量
							 | 
						|||
| 
								 | 
							
								- NS_TextRain_Copy (字符雨生成器)
							 | 
						|||
| 
								 | 
							
								- NS_Test
							 | 
						|||
| 
								 | 
							
								- NS_Test_25
							 | 
						|||
| 
								 | 
							
								- NS_STM_SkinParticle 
							 | 
						|||
| 
								 | 
							
									- M_StaticMeshSkinParticle_Inst 
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 模型
							 | 
						|||
| 
								 | 
							
								- SkyBox (删除)
							 | 
						|||
| 
								 | 
							
								- 透明片:Plane22~Plane41,使用的材质的透明度是0,考虑删除。
							 | 
						|||
| 
								 | 
							
								- 隐藏电路板:Plane~138
							 | 
						|||
| 
								 | 
							
								- 黑色遮罩:Plane4~Plane19
							 | 
						|||
| 
								 | 
							
								- **Nanite & 转成Instance**
							 | 
						|||
| 
								 | 
							
									- box1
							 | 
						|||
| 
								 | 
							
									- monitorG_High_Geo_Grp_2
							 | 
						|||
| 
								 | 
							
								- **转Nanite & 合并 || 删除看不到**
							 | 
						|||
| 
								 | 
							
									- monitorG_High_Geo_Grp_2
							 | 
						|||
| 
								 | 
							
									- SM_DIANSHIJI_HeCheng100
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### Sequence中控制隐藏粒子与看不到的模型(电视机)
							 | 
						|||
| 
								 | 
							
								- monitorF_High_Geo_Grp12~1516
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 材质(Translucent=>Additive)
							 | 
						|||
| 
								 | 
							
								- M_MovingLineTest_Inst1_TRUE
							 | 
						|||
| 
								 | 
							
								- M_MovingLineTest_Inst1_TRUE1
							 | 
						|||
| 
								 | 
							
								- M_MovingLineTest_Copy
							 | 
						|||
| 
								 | 
							
								- BengHuai_True/Material
							 | 
						|||
| 
								 | 
							
									- M_BeiJing
							 | 
						|||
| 
								 | 
							
									- M_BeiJing_Inst
							 | 
						|||
| 
								 | 
							
									- M_OP~M_OP3
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								### 2023.6.13
							 | 
						|||
| 
								 | 
							
								1. 电视机模型转Instance。
							 | 
						|||
| 
								 | 
							
								2. 减少字符雨数量
							 | 
						|||
| 
								 | 
							
								3. 关闭光线追踪 
							 | 
						|||
| 
								 | 
							
								4. ExponentialHeightFog1:关闭体积雾。
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								#### ~~电视机贴图有拖影问题~~
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## DLSS & TSR & FSR 测试
							 | 
						|||
| 
								 | 
							
								测试场景:L_True,分辨率4K 100%,笔记本3070,镜头sequence 604 的1840帧
							 | 
						|||
| 
								 | 
							
								- TSR ScreenPercentage:66 GPU帧数:27~29
							 | 
						|||
| 
								 | 
							
								- TAA ScreenPercentage:100 GPU帧数:36~37
							 | 
						|||
| 
								 | 
							
								- FSR+TAA ScreenPercentage:66  GPU帧数:26~28
							 | 
						|||
| 
								 | 
							
								- DLSS+TAA ScreenPercentage:66  GPU帧数:26~28
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								可以在DefaultEngine.ini里面添加渲染分辨率:
							 | 
						|||
| 
								 | 
							
								[/Script/Engine.RendererSettings]
							 | 
						|||
| 
								 | 
							
								r.screenpercentage=66
							 | 
						|||
| 
								 | 
							
								r.screenpercentage=50
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_BengHuai_Oaths_01
							 | 
						|||
| 
								 | 
							
								### 灯光
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								## L_BengHuai_Oaths_Close
							 | 
						|||
| 
								 | 
							
								### 灯光
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								# Lumen 
							 | 
						|||
| 
								 | 
							
								r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction =0.5 =>0.1
							 |