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  • Totem Arts Staff
Posted

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

 

 

 

 

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  • Totem Arts Staff
Posted

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 :/

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  • Totem Arts Staff
Posted

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

  • Totem Arts Staff
Posted
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

  • Totem Arts Staff
Posted (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 by TK0104
  • Totem Arts Staff
Posted

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

 

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  • Totem Arts Staff
Posted

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

  • Totem Arts Staff
Posted

Ah okay. I don't think I need to use it because I don't have any problems and all

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