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CRT-X - UE4 Actor pooling and optimization pass
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Not the most interesting video... But I'm going to document my work in progress a little more.
I decided to take a solid month to optimize what I've done so far.
- Projectiles are a few hundred KB instead of 80 megs each and are now pooled.
- Emitters are also pooled.
- Blueprint classes using Async loading and do not bring other Blueprints
Lots of game play juice is missing. And really need another pass on the AI.
I decided to take a solid month to optimize what I've done so far.
- Projectiles are a few hundred KB instead of 80 megs each and are now pooled.
- Emitters are also pooled.
- Blueprint classes using Async loading and do not bring other Blueprints
Lots of game play juice is missing. And really need another pass on the AI.
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