Hi, Developers!
Can work on a full optimization of the engine?
Large interior (restaurant) in Production quality at the top-end computer produces 15.5 FPS. (32 ram, Geforce 780ti, i7 4930k)
~ 100 different light sources with shadows.
256-1024 map light.
Just for the construction of Production quality light is required at all times of the universe.
Even if you simplify the scene, then the weaker computer viewing become a turn-based strategy.
Want to UE4 replaced the Vray. Ue4 almost Vray only in real-time) + easy navigation.
An experienced programmer, analyzing UE4 said that, theoretically, if the group will work on the engine is very good mathematicians, programmers, then it can work 2-3 times faster.
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An experienced programmer, analyzing UE4 said that, theoretically, if the group will work on the engine is very good mathematicians, programmers, then it can work 2-3 times faster.
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Wow, i didn’t know Epic devs was bad programmers and bad mathematicians, Epic should hire you to manage who will they hire.
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Want to UE4 replaced the Vray.
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This isn’t the goal of UE4 to replace Vray or a ray tracing solution, instead UE4 is mainly 98% game development.
e.g
-how many tris do you have in your scene?
-how complex are your materials?
-do you run your pc with the “high performance” power mode + with the right gpu + with closed launcher and editor
-…
high performance - Yes, try to achieve photorealism and not see results does not make sense
conducted an experiment and examined the scene of the epic,
FPS drop when in one place radii intersect a large number of light sources with Cast shadow enabled.
if you turn off shadows, FPS up to >70
that looks amazing, no wonder your fps is low.
i agree that there is room for optimization throughout the engine, hope they dont just keep adding bulk for the sake of it (like ue3) and actually produce something wonderful.
Well UE4 is not made for photorealistic archtecture rendering don’t expect magic from it, all you can do is tune down the scene or something else that reduces preference need