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Make & Maintain Framerate! "Technical Postmortem for Robo Recall, and Beyond!" by Nick Whiting

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    Make & Maintain Framerate! "Technical Postmortem for Robo Recall, and Beyond!" by Nick Whiting

    Earlier this year, we released Robo Recall for the Oculus Rift and Touch. During the development process, we spent a lot of time adding features, optimizations and functionality to Unreal Engine. All those changes are now in UE4, and we're glad to have had the opportunity to battle-test our VR support with Robo Recall.

    As you all know, regular profiling and optimization are critical for adequate performance on VR and AR platforms. We spent a ton of time in our profiling tools to ensure we were always on the mark regarding performance on the min-spec. Technical Director for VR and AR Nick Whiting has built and given a presentation outlining our techniques for this, and we're glad to share it publicly with the UE4 development community today.

    Download the Powerpoint and PDF versions of the presentation here and learn what's soaking up your budget.
    Let's Connect [Twitter]

    #2
    Originally posted by Chance Ivey View Post
    Download the Powerpoint and PDF versions of the presentation here
    Thanks Chance! I like having access to the PowerPoint presentation.

    Similarly, would it be possible to get access to the PowerPoint/PDF of the UE4 Performance and Profiling from Unreal Dev Day Montreal 2017 ? I find it very invaluable, on the same topic of optimizations.

    Cheers!
    [Gamedev programmer at Darewise (Paris) - We are hiring]
    UE4 Git LFS 2.x Source Control Plugin 2.12-beta for UE4.22 - (v1 integrated by default in Beta status since UE4.7)
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      #3
      Just to make sure that I understand slide 14 correctly...
      Is this recommended because TG_DuringPhysics is run in parallel with render thread? As opposed to TG_PrePhysics which is blocking start of the render thread?

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        #4
        Originally posted by Chance Ivey View Post
        Earlier this year, we released Robo Recall for the Oculus Rift and Touch. During the development process, we spent a lot of time adding features, optimizations and functionality to Unreal Engine. All those changes are now in UE4, and we're glad to have had the opportunity to battle-test our VR support with Robo Recall.

        As you all know, regular profiling and optimization are critical for adequate performance on VR and AR platforms. We spent a ton of time in our profiling tools to ensure we were always on the mark regarding performance on the min-spec. Technical Director for VR and AR Nick Whiting has built and given a presentation outlining our techniques for this, and we're glad to share it publicly with the UE4 development community today.

        Download the Powerpoint and PDF versions of the presentation here and learn what's soaking up your budget.
        Is this presentation also available in video? I'm very interested in all the technical details, as I'm having trouble getting my VR game to run at a stable 90 fps
        Last edited by Sleeper.; 10-23-2017, 05:39 AM.

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          #5
          Originally posted by Link_AJ View Post

          Is this presentation also available in video? I'm very interested in all the technical details, as I'm having trouble getting my VR game to run at a stable 90 fps
          Yes! This is up on Oculus' YouTube account here
          Let's Connect [Twitter]

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            #6
            Can't wait when we're at a point that a post-mortem for the migration to the Quest can be released. Super curious!
            ---
            runeberg
            VR Developer (C++ / BP), Room-scale specialist


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