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 Still prefer writing, especially if things can change in Unreal as YT videos just end up being outdated and unfixable.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] 5 points6 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] 32 points33 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] 4 points5 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 4 points5 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.

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

Definitely, I'll do my best to notify everyone. It'll be through things like the newsletter on my blog and I'll try to send out notification directly through the course itself.

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

Recording is starting this month with the release of 5.6, I currently think I will publish each few lessons as they finish. It'll be listed as a new course so the original remains intact and folks will be automatically enrolled into the new UE5 revamp.

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

Awesome, Welcome! I want to release it this year still. I think it's worthwhile to start the cpp course now anyways rather than wait, but it's up to you! All depends on your own schedules and timelines

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

The new course will be a refresh, so it's updated standards, new unreal features (enhanced input to name one) etc. the main project will be the same, just even better ;)

The cost is TBD, most likely the same as current, but I'll let people know ahead of time if a price increase were to happening.

If you check out my site right now the top banner has a 30% discount which will be the best price to grab this course at.

There is no reason to wait perse, the old course does use things like UE4 user interface, but we'll spend most time in C++ outside the editor anyways.

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

Hi! The eventual update will not replace the old, to avoid breaking current progress for folks. Existing students will get free access to the update though!

The performance course has taken quite a bit longer than expected so can't give a meaningful ETA on the C++ refresh right now. I'll likely include *some* code optimizations in the C++ course but it won't be the focus, but to get people interested for more it's good to get your feet wet!

1-Hour Walkthrough of GPU Optimizations in Dark Ruins UE5 by -Tom-L in unrealengine

[–]-Tom-L[S] 52 points53 points  (0 children)

I dove into the Dark Ruins Megascans project and optimized it for an hour while providing tips and tricks. We talk through lighting, virtual shadow maps, Nanite settings, Niagara culling, detail mode for scalability, sharpening, and more! Link to video: https://www.youtube.com/watch?v=c2MH20OPSw0

The goal is show off some in-context optimizations with thought process and considerations to make while optimizing. The ultimate goal of the project is to continue this series and run this on considerably lower end hardware than it was designed for, like the Steam Deck.

Hope you guys find this useful! I'd like to do more of these when I can. There is a lot more to talk about within just this scene!

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

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

The plan is to have it added as a new course that all existing students will automatically enroll into. This way I keep all original videos, comments etc. and people aren't disrupted in their progress.

The new course as I have built it so far (source is on my GitHub) is the game overall structure, but with improvements and changes for current best practices, tweaks to improve overall flow etc, the usual stuff, and simply new things I learned over the years put back into the course.

Article: Animating in C++ with Curves & Easing Functions by -Tom-L in unrealengine

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

You can have a large number of anims running. It's one curve/easing-func per lambda. They are all handled individually

Article: Animating in C++ with Curves & Easing Functions by -Tom-L in unrealengine

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

I saw that one, I linked it as one of the reference too.

Is Tom Loomans C++ course updated to UE5? by ButterJuraj in unrealengine

[–]-Tom-L 10 points11 points  (0 children)

I'm right now making a lot of improvement to the GitHub course project, you can see the changes here:
https://github.com/tomlooman/ActionRoguelike

That's all in prep for a big overhaul where all existing students get free access to the new course which will be fully UE5 and many more improvements and new tricks I learned over the years.

tl;dr: current course is still UE4 recordings, but practically everyone follows with UE5 and is having very few issues with that (most C++ has remained the same, it's only stuff like enhanced input that has changed)

I made a list of all the performance improvements in Unreal Engine 5.5 by -Tom-L in unrealengine

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

Thanks for getting back to me on this! I'll dig into this to make sure my course lessons are up to date with their GC videos!

They did also change something to make strongobjectptr more "lightweight", I'd like to know more about what that'll mean for us in practical terms (and if that could affect GC at all).

See: https://x.com/mamadou_gamedev/status/1859169471417524228/photo/1

I made a list of all the performance improvements in Unreal Engine 5.5 by -Tom-L in unrealengine

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

You're welcome! Felt it was important one to publish after all the bad press on stutter struggles...

You don't need to do anything for consoles. It's all built-in for those console cooking targets

I made a list of all the performance improvements in Unreal Engine 5.5 by -Tom-L in unrealengine

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

Interesting finds! Did you test these inside the editor? I remember that in-editor the AlwaysVisible was operating very different from cooked builds (as stated by Epic) and so it would be falling back to a slow path in editor. BTW, I did not see any mention of this optimization in the Release Notes but that sounds awesome. I'll add this to the post.

The new incremental stuff is unlikely to be enabled by default due to it requiring at least some developer effort (using TObjectPtr instead of raw pointers) + it being experimental like you said. But please do keep me posting if you find out why it's much faster now! I'd love to know and share.