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## 前言
视频推荐:https://www.youtube.com/watch?v=ZRaeiVAM4LI
其他:https://zhuanlan.zhihu.com/p/629225258
- 视频推荐:
- https://www.youtube.com/watch?v=ZRaeiVAM4LI
- 其他:
- https://zhuanlan.zhihu.com/p/629225258
- Tomlooman的优化建议:https://www.tomlooman.com/wp-content/uploads/2022/11/Unreal-Engine-Game-Optimization-on-a-Budget.pdf
GPU Visualizer工具显示命令 **ProfileGPU**
CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thread-cpu-performance
@@ -23,6 +26,13 @@ CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thre
- we see that it is being called 10 times a frame
4. We then need to go look at who is calling AddLight via a break point. And see why adding a specific light or lights is so slow. Usually it is the case that a specific light being added in a way that is doing more work than actually needs to be done. (e.g. attaching / reattaching it)
# 优化前需做
- r.vsync 0
- t.maxfps 0
- SmoothFrameRate=False (Project Settings)
- Lighting Built & MapCheck Errors fixed.
- Packaged Game build
- 使用Standalone进行优化。
## 优化笔记
r.Lumen.DiffuseIndirect.MeshSDF.RadiusThreshold
让物体包围球的半径大于上述两个决定的数值的时候才参与mesh sdf的软追踪。
@@ -212,3 +222,54 @@ UE5使用DLSS时需要关闭TAA并且调整[[ScreenPercentage与描边宽度
# 内存数据查看
- stat llm查看**虚拟内存数据**。需要在启动方式里添加`-llm`才会有数据。
- MemoryInsight需要在启动方式里添加`-trace=memory`之后才能在UnrealInsight中查看。
# 材质优化 MIN/MAX DRAW DISTANCE
使用DistanceCullFade节点将过远的部分给Cull掉。
![[Unreal-Engine-Game-Optimization-on-a-Budget_MINMAX DRAW DISTANCE.png]]
# FREEZERENDERING
冻结渲染以此查看剔除情况。
- FreezeRendering + ; (semi-colon) to fly with DebugCamera
- Verify occlusion is working as expected
- pause (Freeze Game Thread)
# LIGHT CULLING (Stationary & Movable)
- Automatic ScreenSize culling not strict enough
- MinScreenRadiusForLights (0.03)
- Cull earlier case-by-case
- MaxDrawDistance
- MaxDistanceFadeRange
- Profiling
- Show > LightComplexity (Alt+7)
- Show > StationaryLightOverlap
- ToggleLight
# LEVEL STREAMING
关卡流调试方法
- Streaming Volumes vs. Manual Load/Unload
- Camera Location based (caution: third person view and cinematic shots)
- Cannot combine both on a specific sublevel, can mix within the game
- Profiling
- stat levels
- Loadtimes.dumpreport (+ loadtimes.reset)
- Unreal Insight
- UnrealInsight相关标签Look for level load & “GC” bookmarks
- UnrealInsight相关追踪内容loadtime,file categories
# Animation
## ANIMATION: FAST PATH
- Allow Fast Path by moving Computations out of AnimGraph (into EventGraph)
- Use WarnAboutBlueprintUsage to get warnings in AnimGraph
- Profiling
- stat anim
## ANIMATION: QUICK WINS
- **Update Rate Optimization (URO) for distant SkelMeshes**根据距离调整骨骼物体的更新频率该选项位于SkeletalMeshComponent。
- VisibilityBasedAnimTickOption (DefaultEngine.ini)
- OnlyTickPoseWhenRendered
- AlwaysTickPoseAndRefreshBones
-
- More Bools!
- bRenderAsStatic UE5.2不存在该选项。
- bPauseAnims该选项位于SkeletalMeshComponent。
- bNoSkeletonUpdate该选项位于SkeletalMeshComponent。