This stream will be about rendering best practices and a bit about optimizing too. If you’re an artist or making a graphics-heavy project, then you better show up!
WHAT
shows off how to make the most of your GPU for rendering and how to locate what is hurting performance.
WHERE
Follow us on the official Unreal Engine Twitch channel:
I have a couple questions about actually modifying the rendering pipeline in the engine. I know some of the things I’m adding will be resource intensive (I’m adding a float4 GBuffer for post processing) but I also know there are a lot of things in the pipeline which I don’t need.
Is there anything to look out for when modifying the pipeline in terms of performance? And is just not using features enough to make sure they won’t impact performance or are you better off removing parts of the pipeline you don’t need?
Any other tips about modifying the pipeline would be greatly appreciated!
Thanks for the great questions everybody! Make sure to keep them coming!
This is an engine stream specifically, so we only have people working on game projects come on if they also work with engine elements. As a note, the next Gears title is being made by Black Tusk Studios.
I’m not sure if there’s a definitive answer to this one, but since it came up for the game I’m working on:
Performance wise, when using tiled/repeating basic meshes and materials, is it better to scale the object and use a dynamic material to increase the tiling, or use the same static materials but repeat the mesh?
E.g. Two rooms of different dimensions using planes for floor, but the same material, would it be a better idea to duplicate the mesh and fill the floor, or use one mesh scaled to fit, then adjust the tiling with a dynamic materials in a construction script?
@Zack you told something about a trick with vectors dot from Up - View at 49:15~ while this gave me some ideas I would like to request to you to expose this a bit deeper.
While I’m not working on mobile, I have an idea to “fake” SSS skin shader, but since lightvector was deferred I think that this (while fixed) could be a nice replacement.