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Performance Profiling a.k.a. Say what now?

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  • replied
    Ok solved the Console thing...

    for anyone else who is as blind as i am... under Project settings > Input > Console you can add another button to open the console... important for those who cannot/don't use an english keyboard...

    Leave a comment:


  • replied
    as I said before... there is no tilde on the german keyboard ... if it were that easy I wouldn't still be asking the question... The shortcut that works in the editor does not work in the standalone game ...

    But yeah...It seems like I'll need to build an input widget connected to a execute command node ... this is ridiculous -.-

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  • replied
    Originally posted by on3studio View Post
    Alright this is all great and all... but I still cannot access the console in standalone... am I too stupid? Since I am normally using a german keyboard layout, I switched it to english and tried - didn't work. When I change the keyboard shortcut, it doesn't work...

    I am close to building a freaking text input that connects to an Execute Console Command in the Player Blueprint... this cannot be what I need to do, for crying out loud ...

    Please help because this is getting proper annoying -.-

    Which button do I have to push or box to tick so I can access the console in standalone game mode (Not packaged)...
    Thanks!
    Like other people mentioned : Just press Tilda, it doesn't matter if you package for development, play in editor or standalone game. Sometimes when you are fullscreen you have to press it more than once to come down. Also you can check if it's maybe out of your screen by typing some command like : Stat.fps and see if it works.

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  • replied
    And quick firing another question:
    Can someone tell me what I could be doing wrong that Draw, GPU and Frame are at exactly the same ms? There has got to be something wrong... ?

    Oh and during the time of this graph I did not move the player whatsoever... yet still there is an amplitude... what is going on...?
    Attached Files

    Leave a comment:


  • replied
    Alright this is all great and all... but I still cannot access the console in standalone... am I too stupid? Since I am normally using a german keyboard layout, I switched it to english and tried - didn't work. When I change the keyboard shortcut, it doesn't work...

    I am close to building a freaking text input that connects to an Execute Console Command in the Player Blueprint... this cannot be what I need to do, for crying out loud ...

    Please help because this is getting proper annoying -.-

    Which button do I have to push or box to tick so I can access the console in standalone game mode (Not packaged)...
    Thanks!

    Leave a comment:


  • replied
    Originally posted by ryan20fun View Post
    This appears to do nothing for a development package of my game, But the static meshes one did.
    What is supposed to happen when toggling materials?
    BTW I am using 4.10.0
    This is an editor / development only command. When you package all of the debug commands, like this one, are stripped from the game. What should happen is all the Materials in the level should go grey, however I have not tested this on a complexe sceen as if I have to do this type of testing I use something like NVIDIA Performance HUD or Intels GPU analyizer. If that does not work please let me know and I can look into something else for you.
    Last edited by Sam Deiter; 01-20-2016, 06:00 PM.

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  • replied
    Originally posted by Sam Deiter View Post
    You can also use the SHOW Materials command to enable / disable the rendering of Materials.
    This appears to do nothing for a development package of my game, But the static meshes one did.
    What is supposed to happen when toggling materials?
    BTW I am using 4.10.0

    Leave a comment:


  • replied
    Originally posted by on3studio View Post
    Another quick question apart from the console in "standalone" play mode... Is there a way to override all materials with one click? I want to know if my performance increases significantly with very basic materials... I have realised I am using a BaseMat I bought and instancing it about which has 210 shader instructions...

    Or Do I have to replace each material by hand ...?
    You do not have to do any of that and can instead use the SHOW commands to hide and unhide entire sets of objects, like static meshes, to see what is causing your rendering issuses. To do this all you need to do is open up the Unreal Console by pressing the back tick / tilde key ~ and then in the commandline input SHOW Staticmeshes to turn Static Meshes off and then input it again to turn them back on. You can also use the SHOW Materials command to enable / disable the rendering of Materials.

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  • replied
    Originally posted by on3studio View Post
    Is there a way to override all materials with one click?
    I would also like to know this, Perhaps it can be done in C++?
    Could be possible if you can set the material via BluePrint/C++, Then a function that loops over everything could do it.
    I think I will try this sometime this week(unless it has already been done/not possible).

    Leave a comment:


  • replied
    Originally posted by on3studio View Post
    Another quick question apart from the console in "standalone" play mode... Is there a way to override all materials with one click? I want to know if my performance increases significantly with very basic materials... I have realised I am using a BaseMat I bought and instancing it about which has 210 shader instructions...

    Or Do I have to replace each material by hand ...?
    Still can't access the console in a standalone game? With the tilde (~) or (`) key by the number 1? Strange. Keep in mind we're talking about a standalone game from the editor and not a packaged game. The screenshot you posted above is packaging settings for a deployed project.

    210 instructions is a lot of instructions if you are using it for almost every pixel in the game. Go to Lit > Shader Complexity to see how serious your instruction count problem is. Darker green is meh, red is bad, large amounts of white are an extreme problem. In the standalone game, you can also access these viewmodes from the console.

    Get your framerate counter going, and open the console (~) and type in "viewmode lightingonly" or "viewmode unlit" or "viewmode shadercomplexity" or "viewmode lightmapdensity" or others. This will essentially override your materials just like you are asking about.

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  • replied
    Another quick question apart from the console in "standalone" play mode... Is there a way to override all materials with one click? I want to know if my performance increases significantly with very basic materials... I have realised I am using a BaseMat I bought and instancing it about which has 210 shader instructions...

    Or Do I have to replace each material by hand ...?

    Leave a comment:


  • replied
    Do I need to setup a console in my game to access it ? Even in development build mode I cannot access the console ... Or is there another box I need to tick?

    EDIT// ...this is annoying... I am close to creating keybindings to basic Console commands that I want to use -.-
    Attached Files
    Last edited by on3studio; 01-20-2016, 07:34 AM.

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  • replied
    You need to use the Development build configuration instead of Shipping build configuration when packaging.

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  • replied
    Quick question:

    in this video, he profiles in standalone mode by typing things in the console... what do I have to do to enable the Console in my standalone game? I somehow cannot access the console in standalone mode...?

    Leave a comment:


  • replied
    Originally posted by ryan20fun View Post
    Purely coincidental, File fragmentation only affects the time required to read the file. <- And it is good practice to defrag every now and again
    Unless you are running off a SSD then never Defrag :P

    Leave a comment:

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