Jump to content

[Tutorial] Map Optimizations


kenz3001

Recommended Posts

  • Totem Arts Staff

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

 

 

 

 

  • Like 3
  • Thanks 1
Link to comment
Share on other sites

  • Totem Arts Staff

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

Link to comment
Share on other sites

  • Totem Arts Staff
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

Link to comment
Share on other sites

  • Totem Arts Staff
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 by TK0104
Link to comment
Share on other sites

  • Totem Arts Staff

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

 

  • Like 3
Link to comment
Share on other sites

  • Totem Arts Staff

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

Link to comment
Share on other sites

  • Agent unpinned this topic

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...