vault backup: 2024-08-29 12:19:30
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@@ -7,8 +7,11 @@ rating: ⭐⭐
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---
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## 前言
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视频推荐:https://www.youtube.com/watch?v=ZRaeiVAM4LI
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其他:https://zhuanlan.zhihu.com/p/629225258
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- 视频推荐:
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- https://www.youtube.com/watch?v=ZRaeiVAM4LI
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- 其他:
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- https://zhuanlan.zhihu.com/p/629225258
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- Tomlooman的优化建议:https://www.tomlooman.com/wp-content/uploads/2022/11/Unreal-Engine-Game-Optimization-on-a-Budget.pdf
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GPU Visualizer工具显示命令: **ProfileGPU**
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CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thread-cpu-performance
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@@ -23,6 +26,13 @@ CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thre
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- we see that it is being called 10 times a frame
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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)
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# 优化前需做
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- r.vsync 0
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- t.maxfps 0
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- SmoothFrameRate=False (Project Settings)
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- Lighting Built & MapCheck Errors fixed.
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- Packaged Game build
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- 使用Standalone进行优化。
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## 优化笔记
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r.Lumen.DiffuseIndirect.MeshSDF.RadiusThreshold
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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。
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@@ -212,3 +222,54 @@ UE5使用DLSS时需要关闭TAA,并且调整[[ScreenPercentage与描边宽度
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# 内存数据查看
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- 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。
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- MemoryInsight:需要在启动方式里添加`-trace=memory`,之后才能在UnrealInsight中查看。
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# 材质优化 MIN/MAX DRAW DISTANCE
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使用DistanceCullFade节点将过远的部分给Cull掉。
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![[Unreal-Engine-Game-Optimization-on-a-Budget_MINMAX DRAW DISTANCE.png]]
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# FREEZERENDERING
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冻结渲染以此查看剔除情况。
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- ‘FreezeRendering’ + ; (semi-colon) to fly with DebugCamera
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- Verify occlusion is working as expected
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- ‘pause’ (Freeze Game Thread)
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# LIGHT CULLING (Stationary & Movable)
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- Automatic ScreenSize culling not strict enough
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- MinScreenRadiusForLights (0.03)
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- Cull earlier case-by-case
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- MaxDrawDistance
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- MaxDistanceFadeRange
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- Profiling
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- Show > LightComplexity (Alt+7)
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- Show > StationaryLightOverlap
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- ToggleLight
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# LEVEL STREAMING
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关卡流调试方法
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- Streaming Volumes vs. Manual Load/Unload
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- Camera Location based (caution: third person view and cinematic shots)
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- Cannot combine both on a specific sublevel, can mix within the game
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- Profiling
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- stat levels
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- Loadtimes.dumpreport (+ loadtimes.reset)
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- Unreal Insight
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- UnrealInsight相关标签:Look for level load & “GC” bookmarks
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- UnrealInsight相关追踪内容:loadtime,file categories
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# Animation
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## ANIMATION: FAST PATH
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- Allow ‘Fast Path’ by moving Computations out of AnimGraph (into EventGraph)
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- Use WarnAboutBlueprintUsage to get warnings in AnimGraph
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- Profiling
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- stat anim
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## ANIMATION: QUICK WINS
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- **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。
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- VisibilityBasedAnimTickOption (DefaultEngine.ini)
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- OnlyTickPoseWhenRendered
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- AlwaysTickPoseAndRefreshBones
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- …
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- More Bools!
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- bRenderAsStatic :UE5.2不存在该选项。
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- bPauseAnims:该选项位于SkeletalMeshComponent。
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- bNoSkeletonUpdate:该选项位于SkeletalMeshComponent。
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