2023-08-01 15:24:40 +08:00
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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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2023-06-29 11:55:02 +08:00
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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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#### 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
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以下几个建议删除:
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BP_NebulaProceduralGenerator
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BP_NebulaProceduralGenerator2
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BP_NebulaProceduralGenerator3N
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BP_NebulaProceduralGeneratorMove
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BP_NebulaProceduralGeneratorMove2
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- BP_NebulaProceduralGenerator5
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- Volumetric Sphere Amount:10=>1~5(推荐1)
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- 效果会大变
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- Min Sphere Radius (Km):0.25=> 0.1~0.2
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- Max Sphere Radius (Km):0.75=> 0.6~0.7
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- BP_NebulaProceduralGenerator6
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- Volumetric Sphere Amount:10=>1~3(推荐1)
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- Quality:Hight => Low~Medium
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- 效果会大变
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- Min Sphere Radius (Km):0.25=> 0.1~0.2
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- Max Sphere Radius (Km):0.75=> 0.6~0.7
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远景星云考虑使用SceneCapture渲染出来,再贴到一个片上。
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#### StarCluster
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建议使用Niagara重做一个透明区域太多了。
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## Domineer_Showcase
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Sequence:Seq_Seq_Domin_XR
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鬼影问题:
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1. 修改材质,从Masked=> Translucent,并且开启材质的Responsive AA。
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## NightGlow
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### ~~CustomDepth~~
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- MI_Icelandic_Rock_Cliff_ucdmcawdy_4K_Inst2_Normal
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没有特殊需要,把PostProcessing-Custom Depth-Stencil Pass改成Disable。
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### Shadow
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- ~~SpotLight ~~
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- ~~SpotLight2 ~~
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- ~~SpotLight4
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- ~~geogrp29下面的灯~~
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- stone_Anim2
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CasShadow关了。
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### ~~Lumen~~
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- Lumen Scene Lighting Quality: 1=>0.25
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- Lumen Scene View Distance:20000=>1000
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- Max Trace Distance:20000=>1000
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或者考虑换成烘焙阴影(不太合适)。
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### Nanite
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特效Mesh:
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~~- NS_Storns
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- SM_Strom_piece_1884
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- SM_Strom_piece_1875
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- SM_Strom_piece_1900~~
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|
|
### 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
|
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|
|
|
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|
|
|
|
#### 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
|
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|
|
- Wutai2 26~28
|
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|
|
- Wutai3 26~28
|
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|
|
替换模型之后:19~21ms
|
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|
|
##### 可以Instance的WuTai网格
|
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|
|
删除以下网格并且使用 替换
|
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|
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- piece_0
|
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- piece_1
|
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- piece_2**
|
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- piece_4**
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- piece_6**
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- piece_7
|
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- piece_8
|
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- piece_9
|
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- piece_10**
|
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- piece_13**
|
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- piece_14
|
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|
- piece_15**
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|
- piece_18**
|
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- piece_21**
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- piece_23**
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- piece_24
|
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- piece_25
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- piece_26**
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- piece_28**
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- piece_29
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- piece_30
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- piece_31
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- piece_32**
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- piece_35**
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- piece_36**
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- piece_38**
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- piece_40**
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- piece_41
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- piece_42**
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- piece_45**
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- piece_46
|
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- piece_47
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- piece_48**
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- piece_51**
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- piece_53**
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|
- piece_54**
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- piece_56**
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- piece_57
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- piece_58
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- piece_59
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- piece_60
|
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- piece_61
|
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- piece_62**
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|
- piece_64**
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- piece_65
|
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- piece_66
|
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- piece_67
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- piece_68
|
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- piece_69
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- piece_70
|
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- piece_71
|
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- piece_72
|
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- piece_73
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- piece_74
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- piece_75
|
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- piece_76
|
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- piece_77
|
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|
- piece_78**
|
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|
- piece_81**
|
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|
- piece_82**
|
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|
- piece_84**
|
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- piece_85
|
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|
- piece_86
|
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|
- piece_87
|
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|
- piece_88
|
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|
- piece_89
|
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|
|
- piece_90**
|
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|
|
- piece_93**
|
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|
|
- piece_94**
|
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|
|
- piece_97**
|
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|
- piece_98
|
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|
- piece_99
|
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|
|
- piece_100
|
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|
- piece_101
|
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|
|
- piece_102
|
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|
|
|
- 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
|
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|
|
- piece_126**
|
|
|
|
|
- piece_104
|
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|
|
- piece_12
|
|
|
|
|
- piece_44
|
|
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|
|
- piece_92
|
|
|
|
|
- piece_123
|
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|
|
|
- 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
|
|
|
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将Hight级别的Lumen设置覆盖到Epic级别设置。
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### Fog
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- ExponentialHeightFog1:关闭体积雾。
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### 粒子 转换成GPU粒子或者尽量减少CPU粒子数量
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- NS_TextRain_Copy (字符雨生成器)
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- NS_Test
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- NS_Test_25
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- NS_STM_SkinParticle
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- M_StaticMeshSkinParticle_Inst
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### 模型
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- SkyBox (删除)
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- 透明片:Plane22~Plane41,使用的材质的透明度是0,考虑删除。
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- 隐藏电路板:Plane~138
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- 黑色遮罩:Plane4~Plane19
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- **Nanite & 转成Instance**
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- box1
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- monitorG_High_Geo_Grp_2
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- **转Nanite & 合并 || 删除看不到**
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- monitorG_High_Geo_Grp_2
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- SM_DIANSHIJI_HeCheng100
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### Sequence中控制隐藏粒子与看不到的模型(电视机)
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- monitorF_High_Geo_Grp12~1516
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### 材质(Translucent=>Additive)
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- M_MovingLineTest_Inst1_TRUE
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- M_MovingLineTest_Inst1_TRUE1
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- M_MovingLineTest_Copy
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- BengHuai_True/Material
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- M_BeiJing
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- M_BeiJing_Inst
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- M_OP~M_OP3
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### 2023.6.13
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1. 电视机模型转Instance。
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2. 减少字符雨数量
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3. 关闭光线追踪
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4. ExponentialHeightFog1:关闭体积雾。
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#### ~~电视机贴图有拖影问题~~
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## DLSS & TSR & FSR 测试
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测试场景:L_True,分辨率4K 100%,笔记本3070,镜头sequence 604 的1840帧
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- TSR ScreenPercentage:66 GPU帧数:27~29
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- TAA ScreenPercentage:100 GPU帧数:36~37
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- FSR+TAA ScreenPercentage:66 GPU帧数:26~28
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- DLSS+TAA ScreenPercentage:66 GPU帧数:26~28
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可以在DefaultEngine.ini里面添加渲染分辨率:
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[/Script/Engine.RendererSettings]
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r.screenpercentage=66
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r.screenpercentage=50
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## L_BengHuai_Oaths_01
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### 灯光
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## L_BengHuai_Oaths_Close
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### 灯光
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# Lumen
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r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction =0.5 =>0.1
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