在上一篇文章之后我进行了进一步测试,下面是结果。
测试结果
测试配置:
i7-8700 3.2Ghz 12线程
16GB内存
WDC PC SN730 SDBQNTY-256G-1001 固态硬盘
ST1000DM003-1SB102 机械硬盘
服务器配置:
Inter Xeon Silver 4114 2.2GHz (2处理器)40线程
64GB内存
引擎放在机械硬盘
总共花费时间与编译量:
1>[2328/2328] UnrealBuildTool.exe UE4Editor.target
1>Total time in FASTBuild executor: 8160.80 seconds
1>Total execution time: 8501.83 seconds
141min
引擎放在机械硬盘并禁用插件
总共花费时间与编译量:
3>[1000/1000] UnrealBuildTool.exe UEToonRenderingEditor.target
3>Total time in FASTBuild executor: 3765.71 seconds
3>Total execution time: 3902.75 seconds
65min
这里我额外测试了一下开启ForceRemote
的情况:
3>[1000/1000] UnrealBuildTool.exe UEToonRenderingEditor.target
3>Total time in FASTBuild executor: 4508.08 seconds
3>Total execution time: 4708.38 seconds
78min
引擎放在固态硬盘并禁用插件
因为将引擎从机械硬盘移动到固态硬盘,中间删除了一些东西导致引擎多编译了一些,实际时间要比测试的要短3~8min。
3>[1006/1006] UnrealBuildTool.exe UEToonRenderingEditor.target
3>Total time in FASTBuild executor: 2478.80 seconds
3>Total execution time: 2584.69 seconds
43min
猜想与总结
首先FastBuild的大致编译流程为分发编译任务=》远程机编译完之后下载obj文件=》所有编译任务完成后在本地进行链接并且生成对应文件。了解此我们才能对瓶颈进行分析。
- 远程机经常“偷懒”:本人在测试中发现远程机在编译时经常“偷懒”,且该阶段下内存、网络经常处于满负荷状态。因此本人认为这是因为没有使用千兆网络,下载时间过场而导致这种情况的产生。
- 任务显示超时:在编译过程中,远程机有时会出现超时的情况,个人猜测可能是因为动用了所有核心编译,导致网络连接的心跳检测失败而导致的。
基于以上结果我认为以下方法可以提升编译速度,影响程度由高到低排列如下:
- 在uproject文件中禁用不必要插件。
- 将源码放在固态硬盘中。
- 使用千兆网络,而非百兆。(预计能加快5min)
- 使用缓存模式。
在uproject文件中禁用不必要插件
直接在插件管理界面中禁用插件即可。也可以直接将禁用的列表复制到uproject文件中。本人禁用的插件如下:
"Plugins": [
{
"Name": "AlembicImporter",
"Enabled": false
},
{
"Name": "AppleMoviePlayer",
"Enabled": false
},
{
"Name": "AppleImageUtils",
"Enabled": false
},
{
"Name": "OnlineSubsystemGooglePlay",
"Enabled": false,
"SupportedTargetPlatforms": [
"Android"
]
},
{
"Name": "AndroidPermission",
"Enabled": false
},
{
"Name": "AndroidMoviePlayer",
"Enabled": false
},
{
"Name": "AndroidMedia",
"Enabled": false
},
{
"Name": "AndroidDeviceProfileSelector",
"Enabled": false
},
{
"Name": "AudioCapture",
"Enabled": false
},
{
"Name": "AutomationUtils",
"Enabled": false
},
{
"Name": "AvfMedia",
"Enabled": false
},
{
"Name": "ChaosClothEditor",
"Enabled": false
},
{
"Name": "ChaosCloth",
"Enabled": false
},
{
"Name": "ChaosEditor",
"Enabled": false
},
{
"Name": "ChaosNiagara",
"Enabled": false
},
{
"Name": "ChaosSolverPlugin",
"Enabled": false
},
{
"Name": "CodeLiteSourceCodeAccess",
"Enabled": false
},
{
"Name": "CLionSourceCodeAccess",
"Enabled": false
},
{
"Name": "Paper2D",
"Enabled": false
},
{
"Name": "GooglePAD",
"Enabled": false
},
{
"Name": "MagicLeapMedia",
"Enabled": false,
"SupportedTargetPlatforms": [
"Lumin"
]
},
{
"Name": "MagicLeap",
"Enabled": false,
"SupportedTargetPlatforms": [
"Lumin",
"Mac",
"Win64"
]
},
{
"Name": "MagicLeapPassableWorld",
"Enabled": false,
"SupportedTargetPlatforms": [
"Lumin",
"Mac",
"Win64"
]
},
{
"Name": "OpenImageDenoise",
"Enabled": false
},
{
"Name": "IOSDeviceProfileSelector",
"Enabled": false
},
{
"Name": "LinuxDeviceProfileSelector",
"Enabled": false
},
{
"Name": "CharacterAI",
"Enabled": false
},
{
"Name": "DatasmithContent",
"Enabled": false
},
{
"Name": "GeometryCache",
"Enabled": false
},
{
"Name": "SpeedTreeImporter",
"Enabled": false
},
{
"Name": "LuminPlatformFeatures",
"Enabled": false,
"SupportedTargetPlatforms": [
"Lumin"
]
},
{
"Name": "MLSDK",
"Enabled": false
},
{
"Name": "WmfMedia",
"Enabled": false
},
{
"Name": "WebMMoviePlayer",
"Enabled": false
},
{
"Name": "MediaCompositing",
"Enabled": false
},
{
"Name": "ImgMedia",
"Enabled": false
},
{
"Name": "OnlineSubsystemNull",
"Enabled": false
},
{
"Name": "OnlineSubsystemUtils",
"Enabled": false
},
{
"Name": "OnlineSubsystemIOS",
"Enabled": false,
"SupportedTargetPlatforms": [
"IOS",
"TVOS"
]
},
{
"Name": "ChunkDownloader",
"Enabled": false
},
{
"Name": "OnlineSubsystem",
"Enabled": false
},
{
"Name": "XCodeSourceCodeAccess",
"Enabled": false
},
{
"Name": "EditableMesh",
"Enabled": false
},
{
"Name": "PerforceSourceControl",
"Enabled": false
},
{
"Name": "PlasticSourceControl",
"Enabled": false
},
{
"Name": "SubversionSourceControl",
"Enabled": false
},
{
"Name": "SteamVR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Linux"
]
},
{
"Name": "OpenXRHandTracking",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Linux",
"HoloLens",
"Android"
]
},
{
"Name": "OpenXREyeTracker",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Linux",
"HoloLens",
"Android"
]
},
{
"Name": "OpenXR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Linux",
"Android",
"HoloLens"
]
},
{
"Name": "OculusVR",
"Enabled": false,
"SupportedTargetPlatforms": [
"Win32",
"Win64",
"Android"
]
},
{
"Name": "EnvironmentQueryEditor",
"Enabled": false
},
{
"Name": "AISupport",
"Enabled": false
},
{
"Name": "Synthesis",
"Enabled": false
},
{
"Name": "MotoSynth",
"Enabled": false
},
{
"Name": "SoundFields",
"Enabled": false
},
{
"Name": "LocationServicesBPLibrary",
"Enabled": false
},
{
"Name": "XGEController",
"Enabled": false
},
{
"Name": "OodleData",
"Enabled": false
},
{
"Name": "OodleNetwork",
"Enabled": false
},
{
"Name": "TextureFormatOodle",
"Enabled": false
},
{
"Name": "ExampleDeviceProfileSelector",
"Enabled": false
},
{
"Name": "GeometryMode",
"Enabled": false
},
{
"Name": "MeshPainting",
"Enabled": false
},
{
"Name": "TcpMessaging",
"Enabled": false
},
{
"Name": "UdpMessaging",
"Enabled": false
},
{
"Name": "MacGraphicsSwitching",
"Enabled": false
},
{
"Name": "MobileLauncherProfileWizard",
"Enabled": false
},
{
"Name": "PlatformCrypto",
"Enabled": false
},
{
"Name": "MobilePatchingUtils",
"Enabled": false
},
{
"Name": "WindowsMoviePlayer",
"Enabled": false
},
{
"Name": "GoogleCloudMessaging",
"Enabled": false
},
{
"Name": "PhysXVehicles",
"Enabled": false
},
{
"Name": "NullSourceCodeAccess",
"Enabled": false
},
{
"Name": "FacialAnimation",
"Enabled": false
},
{
"Name": "PostSplashScreen",
"Enabled": false,
"SupportedTargetPlatforms": [
"XboxOne"
]
},
{
"Name": "KDevelopSourceCodeAccess",
"Enabled": false
},
{
"Name": "MatineeToLevelSequence",
"Enabled": false
},
{
"Name": "MediaPlayerEditor",
"Enabled": false
},
{
"Name": "VisualStudioCodeSourceCodeAccess",
"Enabled": false
}
]
其实还可以禁用更多的插件,我在测试的时候没有全部禁用。
除了可以减少编译量,以节约时间外。同时也可以减少编译完之后所占用的空间。占用空间165G=>108G。
使用缓存模式
经过测试仅仅是将bEnableCaching
设置为true好像是不能开启缓存模式的。应该还需要设置CacheMode
。在源码中CacheMode
分别为ReadWrite、ReadOnly、WriteOnly,枚举对应的值依次为0,1,2。因为缓存模式适用于多人引擎团队,对于我这种独狼爱好者来说意义不大,所以就没测试。有兴趣的可以自己跟一下UBT的代码。
<FASTBuild>
<bEnableCaching>true</bEnableCaching>
<CacheMode>0</CacheMode>
</FASTBuild>
本地核心控制
在编译UE4时FastBuildWorker.exe无法控制本地使用核心数。如果你不想占用本地资源可以将bForceRemote设置为true,引擎编译过程中就不会占用本地核心了(开头还是会使用一些,以及Link阶段只能进行)。
如果只想让本地不会卡死,则可以使用一下参数:
<LocalExecutor>
<ProcessorCountMultiplier>0.9</ProcessorCountMultiplier>
<MaxProcessorCount>11</MaxProcessorCount>
</LocalExecutor>
<ParallelExecutor>
<ProcessorCountMultiplier>0.9</ProcessorCountMultiplier>
<MaxProcessorCount>11</MaxProcessorCount>
</ParallelExecutor>
本人测试结果,不设置MaxProcessorCount是不行的。