it never happened before.yesterday I turned on the forward rendering in the project settings to test something and then turned it off back to default rendering.now my project keeps shining if I put a decal in the level.but if I delete the decal it stops shining immediately.it’s annoying.
What engine version are you using, and does this occur in a new project? I suspect that after messing with Forward Rendering settings you probably have things configured differently than default.
A default project should have its RHI set to DX12 and Shader Model set to SM6. If you’re targeting a very low end platform, its possible that decals aren’t supported, but I haven’t specifically seen that flashing issue before.
Thanks for response.I open a new template project and one by one copy the project setting and now it seems fixed.I won’t mess around with project settings again .they are all so overwhelming to me.
And yes I’m targeting a very low platform.I hope it could run on a PC with I5 6500 CPU and gtx 960 graphics at 60FPS. I tried to package it with default render setting .it only has 50 fps ,and when the enemy appeared the fps drop to 30 .so I was thinking if the forward rendering could help a little.
That’s a fairly old graphics card. The first place you’ll want to start looking for performance is the Scalability Settings. The most powerful ways to fine tune rendering quality and performance is not really in the project settings, but in the CVars that control each and every aspect of the renderer. Scalability Settings lump the major ones into easy categories you can scale up and down.
Squeezing out all the performance you can is definitely a specialized art form. You’ll need to always be using the ‘stat unit’ console command to see which aspect of the game is the perf bottleneck. It could be the Game thread, which is mostly Blueprints, actor ticks, and animation. Or the Draw thread, which is primarily draw calls (including dynamic shadow draws) and number of objects. Then the GPU thread, which is affected by resolution, triangles drawn, shader complexity, and various VFX.
Thank you very much!I don’t fully understand these concepts … .shader model,draw calls.I’m new to this.i should probably find some tutorials about rendering and unreal insight.
and what about DX11? I see some posts says DX11 is better for older hard ware.i don’t know if I should ask this because I don’t know DX11 either
Here’s a good page going over some of the performance profiling topics and explaining some of those concepts. You have to learn along the way.
Unreal Engine 4 defaulted to DX11 for all those years and DX12 is the recent new default. I don’t have good insight on choosing one or the other, but I could believe that DX11 is better for very old hardware because it was only designed for older hardware. DX12 has a lot of newer features but you won’t know the tradeoff until you test both on your target hardware.
I just changed to DX11 and forward render.FPS is much better. But why it has to compile shader every time I open the project?like first time install the engine,it takes half hour to open project… Do I have to do extra things for it to work properly?
It’s ok.I solved it.it didn’t increase the time.it was like the editor forgot it has compiled the shaders.it compile repeatedly.and I press control +shift +s to save all after it successfully opened the project .so that’s it.never have to compile again. .very dramatic