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Gamebryo engine terrible optimization
Gamebryo engine terrible optimization










gamebryo engine terrible optimization

The other option is to use a cheaper Material and spawn more sprites, keeping the overall cost similar but letting the higher particle count do your work in achieving randomness as opposed to the more complex Material. Using fire as an example, you would spawn fewer sprites and let an enhanced Material's randomness and complexity do the work for you in regards to making the emitter come to life. The first avenue is to create a more complex Material for your effect. For Materials like fire and smoke, you basically have two avenues here. The vertex count is not really something you need to care about in the long run unless you are getting up into really extreme numbers (hundreds or thousands or more).įar more impactful on general performance is going to be the instruction count on your Materials. The sprites are small which means that screen coverage is low, and the Material complexity makes them cheap and fast to render. You can pretty much spawn these all day long in droves and your overall performance impact is likely to be very small. A simple emissive spark with nothing but a texture multiplied against vertex colors and wired into the emissive input in an unlit Material clocks in at only a handful of instructions. Regardless of split screen or not, Material complexity and screen coverage (overdraw) are your clear enemies when it comes down to the overall expense of a given system. Particle counts really play a negligible part in the grand scheme of things when it comes to performance. The amount of time it takes to pack particle geometry and associated draw calls.

GAMEBRYO ENGINE TERRIBLE OPTIMIZATION UPDATE

The amount of time it takes to update the particle systems behavior.

gamebryo engine terrible optimization

The amount of time it takes to draw the pixels on the screen. There are many subsets to these primary issues, which generally contribute to the creation of the issue, and for each subset there is usually a tool we use to manage performance issues. The amount of time it takes to update the bounds of an effect, which are used to determine visibility based on camera frustum. The amount of time it takes the Game Thread to update all particle systems.

gamebryo engine terrible optimization

Overdraw = Number of layers * number of pixels affected. The amount of screen space the particles cover, and the number of instructions on those particles. This document attempts to outline how Epic's effects team goes about solving these issues with the tools available.Ĭommon Offenders For Poor Effects Performance Overdraw There are multiple avenues to a performance issue solution. This document assumes prior knowledge of Cascade, the Material Editor, Blueprints, and Matinee along with common effects related performance issues. Common Offenders For Poor Effects Performance












Gamebryo engine terrible optimization