im making my first game in uefn (had a lot of experience back in the days of flash)
its coming along pretty good, struggling with the verse a little bit (nothing is straight forward as is should be)
i wanted to ask, how hard should i focus on optimizations?
ill explain, if i have a lot of automated stuff going on in the game, stuff moving, VFX, sounds etc..
most of the things the player wont see right away only when he is in an area he can see some of the stuff..
should i keep them moving in the background doing their own thing or should i optimize them to work only when a player enters an area or via distance checks every second?
just to know how much i need to bother, the game is very detailed and looking awesome and i dont want players to have to reduce quality just to play it
Regarding your question, UEFN has its own way to calculate performance called “Memory Usage”. You can use it to identify if you need to optimize, where to optimize, and what to optimize! As it is calculated based on the place where the player is standing at a given moment.
Basically, if your Island memory is below the limit, your Island will run on any device where Fortnite is available.
Knowing that, I highly recomend you to read this document:
There you will find different ways to optimize your Island without the necesity of using Verse, as UEFN already handles a lot of things for you.
Of course, this will not solve coding errors such as infinite loops or things like that, but will let you improve the performance a lot!
Hi, Thanks for your reply!
i was referring more to optimizing the overall performance of the game, not the actual memory management .
does optimizing code running and loops can actual have good impact on performance or is it negligible?
i mean if i have 50 particle systems in an area and moving objects, if the player dont see them or not even close is it better to turn them off or doesnt matter so much?
just trying to figure out how optimized is the engine