vault backup: 2024-08-29 12:19:30
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@@ -165,7 +165,11 @@ Game Thread 造成的开销,基本可以归因于 C++ 和蓝图的逻辑处理
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针对Tick可使用:
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- **stat game**:显示 Tick 的耗时情况
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- **dumpticks**:可将所有正在 _tick_ 的 _actor_ 打印到 _log_ 中
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- dumpticks grouped
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- **stat tickables**
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- **listtimers**
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- **stat uobjects**
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- [[#MOVING SCENE COMPONENTS]]
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复杂逻辑:需要借助 Unreal Frontend Profiler / Unreal Insights 等工具对游戏逻辑中开销较大的代码进行定位。
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### LandscapeSubsystem Tick
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@@ -234,6 +238,42 @@ Draw Thread 的主要开销来源于 **Visibility Culling** 和 **Draw Call**
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- 对于纹理的优化,后续将另开新篇加以详细介绍
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## 内存
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- MEMREPORT -full
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- Runs a number of individual commands for memory profiling
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- obj list class=
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- Example: obj list class=AnimSequence
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- Only in Packaged Builds
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- Example: AnimSequence twice as large in editor builds.
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这样就就可以查看指定Object的内存占用情况。
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## COLLISION & PHYSICS
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- Unreal configured to work out of the box.
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- “Collision Enabled” => Physics + Query
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- Most things require just ‘QueryOnly’
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- Disable on components players can’t reach or interact with.
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- Profiling
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- stat physics, stat collision
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- obj list class=BodySetup
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- show CollisionPawn, show CollisionVisibility
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- Tip: Landscape may use lower collision MIPs
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## MOVING SCENE COMPONENTS
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移动场景组件可能会造成一些性能问题,需要注意以下几点:
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- Move/Rotate only once per frame
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- **Disable Collision & GenerateOverlaps=False**
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- AutoManageAttachment
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- Audio & Niagara
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- Profiling
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- stat component
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### MOVING COMPONENTS - BOUNDS
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- ***UseAttachParentBound=True***
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- Skips “CalcBounds”
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- 检查命令:show Bounds / showflag.bounds 1
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蓝图中勾选***UseAttachParentBound***,以此跳过计算CalcBounds的问题。
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## UnrealFrontend Profiler
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官方文档:[Profiler Tool](https://docs.unrealengine.com/4.27/zh-CN/TestingAndOptimization/PerformanceAndProfiling/Profiler/)
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其他参考文章:
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