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[Editor Feature Pull Request] Rama's Instanced Static Mesh Editor Feature

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    #16
    Very cool stuff, Rama! I actually did something similar using blueprints a couple of months ago. I found it absolutely necessary for maintaining good performance when creating large tile-based maps. My solution works by making the static mesh Components of actors invisible and placing instanced static meshes tied to a single actor. The performance gains are similar to what I'm seeing in your solution, though it is clunkier that your solution, and has a few limitations. I'm hoping your additions will be added as defaults in the engine soon. Here's a video of my own solution:



    Edit: By the way, I'm getting a 404 error when I try to access the link you gave to the new pull request.
    Last edited by Monokkel; 03-13-2015, 11:06 AM.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      #17
      Rama FTW! As always, great work buddy!

      Originally posted by Monokkel View Post
      Edit: By the way, I'm getting a 404 error when I try to access the link you gave to the new pull request.
      Did you link your Git account with your Unreal Engine account?
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        #18
        Originally posted by ryanjon2040 View Post
        Did you link your Git account with your Unreal Engine account?
        Maybe not. If the link is working for the rest of you that's probably the reason.
        Last edited by Monokkel; 04-01-2015, 07:31 AM.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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          #19
          Astonishing!
          Well done!
          Excellent!
          Superb!
          Oh my god!
          Marvellous!
          Elegant!

          Please integrate this.

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            #20
            @Monokkel

            Great work making your own solution, and I like your color choice!



            Originally posted by HeadClot View Post
            Hey Rama - What you are doing is really awesome!

            Cannot wait to see this put into the main unreal engine branch
            Hee hee!

            Originally posted by ryanjon2040 View Post
            Rama FTW! As always, great work buddy!
            Great to hear from your RyanJon!

            Originally posted by Dishwasher View Post
            Astonishing!
            Well done!
            Excellent!
            Superb!
            Oh my god!
            Marvellous!
            Elegant!

            Please integrate this.
            Thanks! Hee hee!



            Rama
            100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

            Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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              #21
              If you can gain such a significant performance boost that "easily"(of course credit to your hard work). This has to be a standard feature. Sincerely hope that the staff take some time and review this ASAP.

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                #22
                Originally posted by Dealman View Post
                If you can gain such a significant performance boost that "easily". This has to be a standard feature. Sincerely hope that the staff take some time and review this ASAP.
                It depends; Instanced meshes in fact are only really usefull when the bottleneck is on the CPU side of things. The majority of Fps drop you see in editor is mainly due to the processing of selecting too many actors and the action of applying the outlining shader to them. Just keep in mind that Instanced Meshes aren't a miraculous solution to everything; it drops CPU overhead, but the GPU gets all the heavy work and it may even make your game lose performance on the Gpu side depending of what you're doing.
                | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                  #23
                  Originally posted by BrUnO XaVIeR View Post
                  It depends; Instanced meshes in fact are only really usefull when the bottleneck is on the CPU side of things. The majority of Fps drop you see in editor is mainly due to the processing of selecting too many actors and the action of applying the outlining shader to them. Just keep in mind that Instanced Meshes aren't a miraculous solution to everything; it drops CPU overhead, but the GPU gets all the heavy work and it may even make your game lose performance on the Gpu side depending of what you're doing.
                  In my 2nd video I specifically tested the boost to the in-game performance, not the editor-selection.

                  I wouldn't be offering this pull request if the FPS gain was only in the editor

                  So yes I thoroughly tested that

                  I tested the in-game fps improvement multiple times in the second video! You can review my results there any time!

                  ~~~

                  Reposting to be clear what video I mean:

                  Video 2 ~ Editor Integration





                  Rama
                  100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                  UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                  Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                    #24


                    Add Your Voice

                    If you'd like to see this be a standard engine feature, add your voice on Github!

                    https://github.com/EpicGames/UnrealEngine/pull/917
                    (must be signed into your Github account to view this link)

                    Rama
                    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                      #25
                      Is there a reason you use ISMC instead of HISMC?

                      And would it be possible to manipulate a single instance once the component is created?

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                        #26
                        Any news on this pull request?

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                          #27
                          Originally posted by Nobody View Post
                          Any news on this pull request?
                          Epic closed it because they said they are changing how the Editor accesses vertex information in near future builds, and that once they make those changes I should re-open the pull request after modifying it as necessary.

                          I'm not entirely sure when these vertex changes are taking place, but I'm expecting it will involve using Nvidia' PhysX vertex data a lot more directly!

                          Thanks for asking!



                          Rama
                          100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                          Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                            #28
                            Jesus, they should have integrated this long ago...

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                              #29
                              Originally posted by spyro View Post
                              Jesus, they should have integrated this long ago...
                              They should have integrated this even before UE4 in UDK.
                              https://canerozdemirportfolio.wordpress.com

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                                #30
                                Moar performance plox!

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