UE4 Graphics Profiling: Pipeline and Bottlenecks

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Learn about the pipeline in modern desktop GPUs and how it affects your game content's performance.

Vertex, pixel and memory-related sources of trouble are explained. Optimization viewmodes are shown, as a tool for early detection of bottlenecks.

Chapters:
00:00 Introduction
01:35 Anatomy of a frame. 'Stat unit' command
03:06 Types of shaders
03:55 Draw calls
04:45 Pixel-bound problems. Translucency
06:44 Quad overdraw
08:15 Vertex-bound problems
09:45 Memory-related problems
12:18 Deferred vs. Forward rendering
14:00 Optimization Viewmodes
20:29 Texture statistics

Thanks to early reviewers: Mikołaj Fabjański and Ch Hope.

Links and sources:
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These tutorials are pure gold, thank you for making them :)

wii
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Truly amazing video series. Well-organized structure, digestible segments, and clear examples (with images and real-time examples).

FitGameDeveloper
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I can truly say this series is one of the best tutorial about optimization, i found at least 2 point i need to immediate check on my project wihc is tesselation landspace and texture compress size .

mhnoni
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Great explanations. I keep rewatching your videos on graphics optimization.

TheGabmeisterX
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Love your videos, hoping to see more

Govi
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dude this is awesome, I'm an environment artist and have a basic technical knowledge base but this really helps when optimizing a scene. thanks for the info :)

PolygonAcademy
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I am so glad I found this! great resource!!

omri
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Wielkie dzięki za tą serię. Dziś sprawdziłem lightmapy w swojej grze i wykryłem wiele niepotrzebnie wysokich rozdzielczości lightmap. Cała seria przyda się jeszcze raz przed wypuszczeniem gry!

IceeyIceey
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This is some really good stuff. Thanks!

projectrat
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I know your channel is mainly focused on art, but i would really love and appreciate a series like this (awesome by the way) about UE4's Game Thread! Profiling both graphics and gameplay would help me tons! Thanks for this.

Khaliszt
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for every technical surely I'll subscribe!

pawpotsRS
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Thank you so much. You are helping me a lot to improve my work.

AxisLotl
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Thank you very much. Now I know what is my problem in my game : D

alangonzalezleon
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Made my day. Greetings Mate!!! Have a nice cup of coffee

AdityasinghSisodiya
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no fancy new features or plugins..
just the very fundamental stuff we should all know
love it!!!

jso
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I haven't even watched this yet and I love it already :D

iamisandisnt
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Awesome video! In regards to Forward Rendering, Unreal seems to use "Clustered Forward Rendering" based on Ola Olsson's work, which compute lights in a frustrum-space grid, instead of a screen space grid, like Forward+.

esparafucio
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This content is great, just great. Thank you so much!

Nerfdalocks
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I could listen to you all day <3. Don't be shy to go overboard, I don't mind if the tutorial is 1 hour and you explain every detail :) *Also, the Links and Sources look like high quality stuff, any pro tips for googling?

yonjuunininjin
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first of all a big compliment how you gather and bring these Tech-Art infos to the point. keep this channel like it is, spacially for people who are seriously interested in the UE4 pipeline.
Could you give some hints about how to avoid lightbleeds? giving objects just a bigger lightmap resolution is probably not the best solution i guess.
A big THX for this channel and plz keep going ;)

MarcusHouseJumper