Why do you think so? The deferred renderer pays a higher “up front” cost, in order to pay less per light you use. The 750 is so old, it may have trouble doing the final compositing stage where all the different buffers (normal, color, depth, light contribution, etc) are finally shaded to an output color, and that may be causing your frame rate.
Anyway, another thing that could be going on is, perhaps you’re using the Intel built-in GPU instead of the 750? That’s something to look into.
When it comes to making the viewport smaller, perhaps the editor re-renders the entire GUI every frame; if that’s the case, then the frame rate should go up if you resize the editor window to me much smaller than the screen; i e frame rate should be linearly proportional to number of pixels covered by the editor window. In that case, you are totally fill rate limited, and only a better GPU or smaller window will solve it.
Here are some rough measurements (with the default level):
ue 4.15, no hiDPI mode, interface full screen, viewport 1064x472 (out of 1440x900): 60 fps (capped)
ue 4.15, hiDPI, interface full screen, viewport 2208x944 (i.e. same as before, only retina, so 4x pixels) 20 fps
ue 4.15, hiDPI, interface full screen, viewport 1064x472 (i.e. viewport reduced to 1/4) 37 fps
ue 4.15, hiDPI, interface 1/4 of the screen, viewport scaled as to reproduce initial situation: 60 fps
So sure, fill-rate limited. However in case 3), the scene is as costly to render as in 1, so the drop in fps comes from rendering the rest of UI at 4x resolution (compared to 1). Perhaps that can be improved by optimising UI rendering code as for example, in Unity, hiDPI rendering is not that much costly, even with deferred rendering.
p.s. pretty sure I am not using the integrated gpu because of the fan noise I hear
From UE4, in this post:-
We are targeting a week or two from now, once is back from GDC, we’ve addressed the most important issues, and have fully quality-tested the update.
And it was typed in 3rd March… so I guess the latest date would be 17 March or so…
Soooo since VS2017 is out now, when can we expect UnrealVS supporting VS2017 RTM? Because UnrealVS does not work under VS2017 RTM, at least not for me :S
Subjectively it is faster, though I haven’t made any specific tests. It also depends on what features you installed. I only have C# and C++ tools installed, so its quite slim.
Recently typing LERP in the material editor brings up Lerp multiple Float 2 as first guess and not Linear Interpolation. It’s a small thing but a bit annoying. Would it be possible to change it back?
I update my blueprint project to the new version, I currently use arrays to save actors, my project makes use of these arrays to create maps on the scene according to a maximum of maps per scene … so I’m deleting and adding maps dynamically according to certain conditions. I made the change of the arrays by TMaps, but after some time of execution of my application, the engine freezes, without throwing any error, it simply freezes. I think that the TMaps do not have any validation in the handling of Ids, Everything works before id 50, since when in the TMap I have the values 45,46,47,48,49 with a maximum of 5 maps per scene, I delete the 45 and I try to add the 50, do not add it and freeze the engine.
I just recently made a bug report about either this exact problem or something very similar to it.
I get the feeling that it is the result of removing many elements at once, followed by adding a new element.
(scroll down to my reply for a simple repro example)
Let the crashing begin, I have had this problem since version 4.14, can someone please for the love of god look into this, ive did the whole disable realtime thumbnails thing, helped maybe a little. Here is a video of it happening in real time, you don’t have to watch the whole video but watch just a few minutes of it and you can see the repro steps.
The 4.15.1 Hotfix is now live! This hotfix resolves over 40 important issues in the 4.15 release.
Fixed in 4.15.1
Fixed! UE-42385 Crash adding an AnimComposite to itself Fixed! UE-41929 Crash on reimport animation when there is an additive animation track and fbx frame number is different Fixed! UE-41921 Crash Re-Importing animation with Additive Layer Tracks after adding a bone to the hierarchy Fixed! UE-41817 Crash when manipulating Bone Space IK before setting EffectorSpaceBoneName Fixed! UE-40025 Inconsistant Line Trace behavior Fixed! UE-42756 UnrealVS not installing correctly for VS2017 Fixed! UE-42321 Unable to launch project from Visual Studio using installed engine build Fixed! UE-42411 Resource files are not recompiled when Version.h changes Fixed! UE-42205 Hot reload reported as failed in Visual Studio for projects opened in the Editor after having hot reloads performed successfully previously Fixed! UE-42507 check(PIEInstanceID != -1) fails when executing SeamlessTravel Fixed! UE-42480 SetVectorParameterValueOnMaterials In Construction Script Not Working in Packaged Game Fixed! UE-42459 BP nativization doesn’t work with localized text Fixed! UE-42166 Crash when pressing Ctrl-Z after creating a blueprint function Fixed! UE-41893 Child blueprints cannot override functions if their parent was nativized Fixed! UE-41168 Crash opening blueprint when a node class has been removed (e.g., anim blueprint with Ragdoll node with Immediate Mode plugin disabled) Fixed! UE-42209 Incorrect error message when child actor mobility doesn’t match Fixed! UE-42253 Enum Element Names Reset on Project Upgrade Fixed! UE-42375 No input received from Raw Input device when packaged for 32bit Fixed! UE-39884 Foliage LODs do not appear to use the base LODs lightmap any longer Fixed! UE-42390 Ad banner is displayed incorrectly on Android 7.0 devices Fixed! UE-42361 Slate UI asset colors washed out on iOS Fixed! UE-42191 Scene Captures not working on Android Fixed! UE-42036 Exposure Is More Extreme In High-End Mobile Preview Modes Fixed! UE-42368 Find Sessions Consistently Returning Results Length of 0 Fixed! UE-42452 No textures listed when selecting material Fixed! UE-42789 Rebuilding lighting not saving rebuilt light data Fixed! UE-42196 Static meshes with auto-generated LODs can no longer share lightmaps between LODs Fixed! UE-42179 Crash in FStreamingTextureLevelContext::GetBuildDataIndexRef Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215] Fixed! UE-42102 Cooked build size increase due to MIC problem Fixed! UE-41950 GitHub 3252 : Added MobileMaterialInterface to UsedMaterials Fixed! UE-29491 Eye Adaption is incorrect at any size other than Fullscreen in PIE Fixed! UE-42554 Regression: Visibility property is not seen in the animation track in UMG Fixed! UE-42210 Crash when using Ctrl+Z to undo a single digit change in the size of a widget Fixed! UE-41829 Crash scrubbing through sequencer when playing montage from old assets Fixed! UE-42665 Update default super search engine to Bing Fixed! UE-42428 Enabling “Show Only Modified Properties” causes details panel menu to disappear Fixed! UE-42312 Crash when saving a Data Table that is referencing itself in a Data Table Row Handle Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option Fixed! UE-42669 “Package localization ID mismatch during cook!” log spam Fixed! UE-41797 Update to Korean localization Fixed! UE-42106 Edge case where cursor can become hidden in gameplay Fixed! UE-42631 Stereo off while prox sensor uncovered causes low framerate Fixed! UE-42576 Oculus crash on “stereo on” when the proximity sensor is not triggered. Fixed! UE-42101 [daydream] Black screen with FirstPersonTemplate and 4.15P4 Fixed! UE-41604 Integrate fix for improper failure case for allocation of RenderTargets in Oculus Fixed! UE-41568 Need to enable GearVR on Win64 platforms