Totem Arts Staff kenz3001 Posted August 11, 2017 Totem Arts Staff Share Posted August 11, 2017 i started on this almost a year ago but due to reasons out of my control (baby) i never got around to editing and uploading this series (its not 100% finished but will do for what needs to be done right now) so this series is all about getting maps to a playable state for low end pc's these are the steps i take to make my maps playable (some what) 1 . light and precomutatedvisability 3 1 Quote Link to comment Share on other sites More sharing options...
limsup Posted August 11, 2017 Share Posted August 11, 2017 Ooooh, very nice repair pad at 1:25 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 11, 2017 Author Totem Arts Staff Share Posted August 11, 2017 was a skatty helipad i slapped together Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 11, 2017 Totem Arts Staff Share Posted August 11, 2017 So I did this on Tomb but I noticed that all the shadows are gone, which is very annoying AND the GT's and crates were completely black 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 11, 2017 Author Totem Arts Staff Share Posted August 11, 2017 enable composite dynamic and you may need to change some light / environment settings i go over this in a future vid (need to render and upload when i have time) EDIT ... revert ALL the light environment settings back to default in the world properties Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 11, 2017 Totem Arts Staff Share Posted August 11, 2017 2 hours ago, TK0104 said: So I did this on Tomb but I noticed that all the shadows are gone, which is very annoying AND the GT's and crates were completely black Let's see Same problem I have on CliffSide Need to check this out tomorrow Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 12, 2017 Author Totem Arts Staff Share Posted August 12, 2017 Vid 2 is up 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 12, 2017 Totem Arts Staff Share Posted August 12, 2017 (edited) 9 hours ago, Luhrian said: Let's see Same problem I have on CliffSide Need to check this out tomorrow I noticed it's on all of the maps. There are shadows, but not high quality like with the domaint directional light Edited August 12, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 12, 2017 Author Totem Arts Staff Share Posted August 12, 2017 as i said in the first vid you lose some feachers when converting lights there is always compromise in optimizing things 1 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted August 12, 2017 Share Posted August 12, 2017 Don't forget to mention the gameplayprofiler at the end of your series. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 12, 2017 Author Totem Arts Staff Share Posted August 12, 2017 mehhh i dont think thats needed as most of the community mappers arnt making there own assets Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted August 12, 2017 Share Posted August 12, 2017 You also get a glimpse of what's causing the load stress in your level and thus you know what to tweak.. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 13, 2017 Author Totem Arts Staff Share Posted August 13, 2017 well i agree it can be very handy to find out what is killing fps in areas ... but what i show in these vids if applied to all the meshes, emitters, decals, ect mappers should get there maps to a very reasonable level of optimization the profiler is for very specific problems i recorded all these vids before i had a baby to contend with and dont have alot of time / peace and quiet to set up and record more (but dont think there would be any point in others as i go though the most important stuff) any way vid 3 is up 3 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 14, 2017 Author Totem Arts Staff Share Posted August 14, 2017 last one ... with all these vids you should be able to get some good fps in you custom maps 2 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted August 15, 2017 Share Posted August 15, 2017 Much appreciated Kenz, thank you for doing all this. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 15, 2017 Totem Arts Staff Share Posted August 15, 2017 (edited) What's a gameplay profiler? Edited August 15, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted August 15, 2017 Author Totem Arts Staff Share Posted August 15, 2017 The gameplay profiler is a tool that makes use of data captured during profiling sessions allowing you to dig deeper into gameplay code to analyze time spent performing functions. It is meant as a replacement for the Script Profiler. well here is the link https://docs.unrealengine.com/udk/Three/GameplayProfiler.html but as i said its really on for custom assets code and fine tuning Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted August 15, 2017 Totem Arts Staff Share Posted August 15, 2017 Ah okay. I don't think I need to use it because I don't have any problems and all Quote Link to comment Share on other sites More sharing options...
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