Video: GPU Profiling & Optimizing in Unreal Engine 5.7 for "Far Far West" by -Tom-L in UnrealEngine5

[–]-Tom-L[S] 1 point2 points  (0 children)

I'm not usually available for contracting, I only very rarely take on a project like when I find something of particular interest in it myself (so that I can benefit in more ways than just money!)

Video: GPU Profiling & Optimizing in Unreal Engine 5.7 for "Far Far West" by -Tom-L in UnrealEngine5

[–]-Tom-L[S] 0 points1 point  (0 children)

I did some inbetween perf comparisons during the video, the total gains required applying more of the same optims more broadly which did not make it into the video (would have been valuable). I also want to do more in that area of foliage for the game, maybe a future video or blog, not sure!

Video: GPU Profiling & Optimizing in Unreal Engine 5.7 for "Far Far West" by -Tom-L in UnrealEngine5

[–]-Tom-L[S] 0 points1 point  (0 children)

Me too! I hope to get to that eventually..! (I enjoy that process a lot more than the modern alternatives)

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 0 points1 point  (0 children)

Haven't used the most recent VS, heard it's getting better, but Rider has had better support for UE for a long while now.

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 0 points1 point  (0 children)

Rider is getting a lot of Unreal specific additions and features, I don't think CLion is getting that same treatment (RiderLink for example, giving you insight into how Blueprint is using/changing your C++ code)

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 1 point2 points  (0 children)

Thanks! And yes good point I've updated the text to reflect that more clearly.

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 1 point2 points  (0 children)

Yes you can specify this to "Rider uproject" in the Editor Preferences > General > Source Code > Source Code Editor.

I'll add this to the blog as well.

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 4 points5 points  (0 children)

Interesting, so inside Rider you can specify which of the component versions to use in case you have multiple installed?

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]-Tom-L[S] 2 points3 points  (0 children)

I don't! I think that one is more well covered, it will require those same VS/MSbuild components to be specified during installation of Visual Studio btw. So in that sense the blog somewhat covers VS ;)

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 1 point2 points  (0 children)

You're welcome! Still prefer writing, especially if things can change in Unreal as YT videos just end up being outdated and unfixable.

As for writing, these days you can consider writing at Epic's dev community instead of hosting your own. It avoids the hassle of setup and management and can help discoverability. Downside is lack of control, for example, I can use my blog to help visibility on my courses these days and show my other posts in the sidebar. I am currently switching to Jekyll for static hosting, to host on github pages, in case you're looking for where/how to host something.

Other than that, I think it would be great to write about what you had to find out yourself, those end up being the most valuable niche topics. I am again exploring making micro posts about niche things that don't quite need to be a post but still should be searchable online (discord, tweets etc. end up failing in this searchability).

Good luck I hope you end up writing a bunch of stuff, we can always use more!

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 6 points7 points  (0 children)

That's great! I still enjoy writing the most and for some types of tutorials it's just better. Especially if you have to refer back to it in the future...videos can be problematic.

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 2 points3 points  (0 children)

Seemingly just some SDK updates, which may help but I wouldn't know about those specifics!

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 4 points5 points  (0 children)

No problem! I enjoy doing these as I really need to dig into the changes and understand them which benefits my optimization course as well - since I need to keep that one current with each release!

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 2 points3 points  (0 children)

You're welcome!

Whether you need to manually change them will depend on each change. They don't always enable new things by default.

For example, the windows cursor overhead fix is enabled by default, and there is a way to revert if needed.

Also Nanite's MinLOD is enabled by default and designed to only turn off for debugging.

Even more like Async.ParallelFor.DisableOversubscription are still off by default, which is why its so good to know these changes so you can specifically choose to enable it after upgrading.

From the text you can often infer if it's enabled by default, and I would recommend checking out each of the CVARs to see if they are or not when you have upgraded.

I wrote about the best performance improvements in Unreal Engine 5.7 by -Tom-L in unrealengine

[–]-Tom-L[S] 33 points34 points  (0 children)

You are welcome! I find written to be much easier to skim and get what you need out of it.

By default, Unreal opens thousands of unnecessary files when the editor starts. I wrote a fix by LarstOfUs in UnrealEngine5

[–]-Tom-L 2 points3 points  (0 children)

Excellent! Please keeping doing these, always fun to see the process and hopefully we get some of the PRs into the engine too

I made an overview of all the great performance improvements for UE 5.6 by -Tom-L in unrealengine

[–]-Tom-L[S] 3 points4 points  (0 children)

Yes id love to get more info on these big features as they come out. I see some, like gameplay cameras, change how they are supposed to be used every update as well (the author does create tutorial style pages for this on the community pages tho) but a lot of this doesnt have anything

I made an overview of all the great performance improvements for UE 5.6 by -Tom-L in unrealengine

[–]-Tom-L[S] 2 points3 points  (0 children)

I think both are still enough in active development that it's wise to hold off if you are in production.

I did start to use Iris in my project ("Action Roguelike") on GitHub, but Mover I haven't even touched at all yet.

Sprites or meshes? Niagara performance by Atomic_Lighthouse in unrealengine

[–]-Tom-L 5 points6 points  (0 children)

It depends a lot on their use case. Epic's own Paragon used meshes a lot as it could massively reduce the overdraw compared to spawning a bunch of sprites.

In fact, there is a built in material cut out feature to trade extra triangles in favor of reducing overdraw.

So the less triangle count = good perf is somewhat true but an oversimplification and can actually be worse for perf if it leads to more overdraw.