Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management | Unreal Fest 2024

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As you continue to push the boundaries of the next-gen graphics features of UE5, you may find yourself in unexplored territory with an overloaded backpack and nary a trail marker in sight. How do you find your way back to the trail? Should you be changing how you pack your bag for the trek? Was there anything you could have done before you set out to make things easier? Let’s dive deeper into debugging Nanite, Lumen, and VSM performance issues so that we can get back on to the trail. Then, we’ll learn more about managing the memory of our new graphics features, including how we can leverage virtual texturing to make sure our pack is properly balanced. Along the way we’ll learn about what we can do to make sure we’re staying on track far into the future.
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I believe this is the first time I've heard someone in Epic talk about the meaning behind "virtual" in detail.
This clarifies things a lot.

mingyenwu
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These recent optimization talks were so needed! Thank you

theQuickRundown
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Lets say i had this problem yesterday and now this video is here. What a timing

eternalsoma
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Incredible talk.

However, if you're going to allow your speaker to continually say the links to all the CVARs will be available at the end... Please make sure the links to all the CVARs IS available at the end.

Tylru
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Unreal should publish a book with all those console variables and their use. How is anyone keeping track of all of them. Some of them seem so important yet I have never heard about them

dXXPacmanXXb
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Thank you for this video, its EXACTLY what I needed to encourage me to move forward with my indie game project in UE!!!

blknmild
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Finally a clear explanation for why Lumen might be flickering in certain scenes

Unknowable_Void
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Absolutely fantastic! Or should I say, ilLumen-ating 😏...

DannyArtNL
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I love how Matt explain things! :)
Thank you so much!!!!

tbvjwodn
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So how would you actually fix those large yellow surfaces in the lumen scene without pumping the lumen scene detail so much that performance tanks? Sometimes, these yellow parts are closer and larger than smaller stuff behind it that renders just fine into the lumen scene so it can feel incredibly random why its happening.

Daedalus
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For who's watching, the VRS visualization shown here is broken in 5.4.4. I can't post links here but I posted the fix on the unreal forums. Also with VRS on, virtual textures flicker like crazy, as demonstrated in the video at 14:30 center screen, sadly the speaker doesn't touch on that :/

ciprianstanciu
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Amazing talk i learned a lot from this Epic is amazing at making good informational material

pricklyprickle
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I remember the first demo in April of 2020 showing off UE5 for the first time, how detailed and incredible it looked and still looks today, running live on a PS5 dev kit essentially, to now 4 years later and it still seems like everytime they show off scenes like this one they always say "this is not for video games", which is discouraging because wasn't the whole point of these technologies to make games look incredible and now they are struggling to do so 4 years later with a dozen caveats??

ChadT-nq
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I learned a lot of new things in here. GREAT talk.

zehnjucht
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Where are the links? The Console Variables and the Video links? Especially the Lumen Optimization video

Trait
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Love talks, but the problem is when those awesome technologies things will be ready to use presets? There are thousands of boxes and different techniques. I would like to see precreated start projects or project/engine settings which have just set all without concerning where change something. As example how to get triple the FPS for Landscape as SVT allows. All that to focus on artistic and programming instead configure the Engine and spend weeks to look what can be done to optimize scene? I mean there is for just Landscape VT/SVT/Nanite/World and after that there need to be put dozens of Cvars and Pools and Bp and material and texture setting to get it working .At the end more to learn instead create and placing assets. Also as devs you know the best what need to be set to get best results for certain projects.Thanks

myasga
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For packaged actors, is there a way to cull the geometry that is hidden inside of collisions, so that there are no draw calls on the parts of the packaged actors that can not be seen?

GES
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Whats the console command for showing the stat for the virtual texture memory?

thhm
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How do you get the Nanite Variable Shading Rate visualization at 27:29 ?

alexandrechekroun
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UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .

yonghengshouhu