I’m not really sure where to post this. I’m currently putting my project through some alpha testing to try and determine my min spec, I have a tester with an Intel 4000 and 2.8ghz intel dual core, which I would like to target as my min spec because the intel 4000 is quite a popular chip set, and intel integrated GPUs do make up a sizable chunk of the market, and I assume the majority of them would play indie games that ran well rather than AAA big budget explosion filled titles that chugged for them.
My problem is with the scalability. I sent him a build with no HDR, all of the graphical settings at 0, and whilst he gets about 30fps at resolution scale 10 I wouldn’t want it to sink to such a low level of visual quality. At a more reasonable resolution scale of 50, he gets 30fps in the menu, and 15 - 23 fps in game. This is also with Framerate Smoothing turned off. I believe he’s running it in a 1280x720 window. The build is a final “Shipping” build.
Does anybody have any tips of optimising for the minimum spec? I don’t really want to ignore such a large part of the market, but I don’t really know where to start when it comes to optimising.
I have a really hard time seeing how unreal engine 4 games are supposed to run well on mobile if this is the expected performance from an integrated gpu. Am I missing something? What can I do to properly optimise my game? The current level isn’t filled with dynamic lights, or high poly meshes. It’s a simple scene built with BSP brushes.
edit: Well with static lighting he gets about 25 fps, and I just found out static meshes are far more optimised than BSP brushes and I should have converted them. I wish this thread had become a collection of tweaks others could reference, it’s a shame any mention of min spec leads to “lol upgrade”.