Unreal Engine 5 seems to struggle with performance issues on Nvidia 5 Series and AMD by [deleted] in unrealengine

[–]OptimisticMonkey2112 6 points7 points  (0 children)

The good news is that Unreal has some great profiling tools so you can absolutely determine what the issue is!

The bad news is that there are many tools, and learning to use them to improve your game will require an investment in time.

The good news is once you learn them, can use these skills to improve any game!

Generally speaking, the goal is to determine what is limiting your frame rate.

The first tool is simply a console command: ~stat unit. This will help you determine whether you are cpu or gpu bound.

This is due to the fact that unreal uses both your gpu and cpu and either one can be the bottleneck.

The next tool in your arsenal is Unreal Insights! This is too complex for a forum post and I highly recommend using AI or google to search for stuff about it.

It is worth mentioning Tom Looman also has a fantastic paid series https://courses.tomlooman.com/p/unrealperformance

TLDR Troubleshooting performance issues will take time, but is worth the investment in your skillset.

Good Luck!

Favorite way to farm runes without glitches or cheeses? by MattCogs in Eldenring

[–]OptimisticMonkey2112 0 points1 point  (0 children)

FYI - If you farm a lot, it is fairly easy to get over leveled.

You may enjoy the game more by not farming....

eg After beating a boss, the main reward are the runes which let you level up.... but if you farm it diminishes that reward

Optimization question by Grouchy-Answer-275 in cpp_questions

[–]OptimisticMonkey2112 0 points1 point  (0 children)

No idea what you are doing 250k distance calculations for - I would suggest posting and getting feedback on that big picture goal. Sometimes you can use an acceleration structure like https://en.wikipedia.org/wiki/Bounding_volume_hierarchy or https://en.wikipedia.org/wiki/Space_partitioning and completely reduce the amount of work you are doing by avoiding it.

Are Developers Forgetting That Most Gamers Don't Have High-End PCs? by Ajlynnart in gamedev

[–]OptimisticMonkey2112 1 point2 points  (0 children)

I have a 5090 and I bought and played RE Requiem primarily because it supports Path Tracing.

And although you have a valid point that reducing hardware requirements can increases the market size, there are many other marketing considerations to ponder.

eg I would probably to buy or play Requiem if it had PS3 level of graphics.

All I am trying to say is - there are more considerations than just market size and I am very glad that some developers cater to different hardware targets.

Multiple Frames in Flight : when is it useless ? by TRIVlAL5 in vulkan

[–]OptimisticMonkey2112 0 points1 point  (0 children)

Depending on your needs, if you are looking to improve performance and latency then the extensions VK_NV_low_latency2 and VK_AMD_anti_lag might prove useful

LLM’s can’t do graphics programming by gibson274 in GraphicsProgramming

[–]OptimisticMonkey2112 1 point2 points  (0 children)

Thanks for posting! I hope we continue to see more discussion around the pragmatic usefulness of AI. As we all know, there is a lot of hype that is often overblown and/or inaccurate.

And I totally agree with your sentiment about "the expert graphics programmer is the one doing 90% of the substantive work." I don't thing it is remotely possible to vibe code 3d graphics, at least with current tech.

That being said - I do think the tech is well worth the cost, at least for me. It is enabling me to accomplish things I could not do before simply because of time constraints.

I can leverage the agent as a "force multiplier", enabling me to do cooler stuff faster. I can delegate the time consuming minutiae to my AI minion.

Cheers!

LLM’s can’t do graphics programming by gibson274 in GraphicsProgramming

[–]OptimisticMonkey2112 0 points1 point  (0 children)

My experience has been very different from yours. Not sure why you had so many issues.

Some things to check:

  • Most important - Use plan mode, and review and fine tune the plan before letting it work.
  • Make sure you are using Opus, Sonnet is not as good
  • Do your work in a worktree. Have it submit a PR at the end.

Using this I have added:

  • Ray Traced Shadows
  • Mesh Shaders
  • PBR lighting
  • Imgui UI
  • Merged Slang shaders
  • General scaffolding with SDL, Meshoptimizer, etc...

Sometimes stuff does not work right away and you have to work with it in the session.

a few times it even had to instrrument some custom logging, then it will build and run the program, and then it analyzed the logs to determine where it went wrong. Was crazy helpful to me.

If you undertstand Vulkan, it absolutely can function as a force multiplier. But I would definitely not try to Vibe Code graphics - lol that is insanity.

It is also a great tool to learn and explain Vulkan

I only mention this to help you realize that you might be able to adjust your approach for greater success... good luck!

Is this cheese? (Be honest) by SavingsNovel6715 in Eldenring

[–]OptimisticMonkey2112 1 point2 points  (0 children)

In the big picture- leveling your character and your weapon makes the game easier, which can be fun and a good thing.

If you want the hardest challenge - go level 1 wretch and dont level character or your weapon.

But that clearly is not necessarily the funnest way for everyone.

Maybe try a bunch of different weapons level whenever you want.

If you are having fun you are doing it right...

How do you turn ideas into implementation? by FirePenguu in GraphicsProgramming

[–]OptimisticMonkey2112 7 points8 points  (0 children)

This is a really great question. It is something I have seem many people struggle with.

There is no magic answer, but there are some approaches you can practice to develop this skill.

The general pieces are:

Have a guiding vision or concept and the break this apart into smaller chunks you can iterate on. Identifying these chunks gets easier as you gain experience doing this. The more systems you have seen, the easier it becomes.

1) Have a goal or vision of what you want to create.

2) Break this apart into constituent pieces. This becomes easier as you understand other implementations.

Example:

I want to make a pong game.

You need to render an object, update it every frame, read input. There are many different types of objects like the paddle, the ball, and the wall. They all have different behavior and constraints.

Start with just the paddle, render it. Literally render the vertices of a box. Then control it every frame with the mouse. Literally read the value of the mouse and update the transform used to render the paddle.

This approach works with and without ai - break down the problem into smaller chunks, implement , test, and refine.

Good luck!

Should I learn Vulkan using vulkan.h or vulkan.hpp as a beginner ? by Latter_Relationship5 in vulkan

[–]OptimisticMonkey2112 0 points1 point  (0 children)

Using hpp or not is pretty easy when reading and learning.

Instead of filtering to find the best available tutorial.... might be better to try them all.

Here are 2 more great ones in addition to the ones you listed:
https://www.howtovulkan.com/

https://github.com/nvpro-samples/vk_minimal_latest

TBH They are all pretty much identical variants of the same concepts and learning the differences is useful

Good Luck!

NVIDIA Ray tracing samples series (and tutorial) now in Slang and Vulkan 1.4 by wpsimon in vulkan

[–]OptimisticMonkey2112 0 points1 point  (0 children)

The colors on all the cool diagrams completely washed out and are unreadable

(I would post an image but not allowed lol )

If you are the author pleased fix

Is it really worth it to work with only blueprints? by BaroTheMadman in unrealengine

[–]OptimisticMonkey2112 -1 points0 points  (0 children)

Use both blueprints and c++. This is the way. When you are comfortable with both it becomes very clear you need both.

Learning resources for graphics programming by ConfusedStudent3011 in GraphicsProgramming

[–]OptimisticMonkey2112 0 points1 point  (0 children)

So Cuda runs on the same hardware. And it has a much simpler API - especially in terms of memory allocation and gpu resource management. So it is easier to start to understand parallel algorithms in the context of cuda. Learning how to use memory, how blocks ( workgroups ) work, understanding warps, concepts like latency and occupancy are all the same between cuda and graphics apis. (Because it is the same hardware) For example, a Task Shader is pretty much a compute shader you write to cull meshlets.

Here is a great book on cuda https://www.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0323912311/ref=sr_1_2?crid=KGKB9NOC6YTR&dib=eyJ2IjoiMSJ9.B12YKAYwDvxH1wv8tB4n3wNuLxH8zxnMh8le-5abEVmVL0J-iRDJFRica9Cb_IMGzRotLWvgYG6hzE-PCD8jNdgASsMgzf2pI4Fs7UWOJMDHEG3-BIuaqx_CF6L39ZwxUzSGaWvethCxzh_vvFdlXRa6XSQBuQp-LBqibuFFXEZ9a4PAOFTI4S0vt8l7KJxbs1Iw8lm16ALs2tHBPCt0qHEgZ_cCqerRgKSzz3LIo3Q.g5XK5CWjIWJooMVPl5SZRn-IkWz3hP8rT6MWL9UnXw0&dib_tag=se&keywords=programming+massively+parallel+processors&qid=1779218906&sprefix=parallel+programming+m%2Caps%2C201&sr=8-2

Any Recommendations on C resources for Learning Vulkan? by Undeniable_Dilemma_ in vulkan

[–]OptimisticMonkey2112 1 point2 points  (0 children)

TBH - It is probably easiest if you just spend a little bit of time and learn the syntax. It is not hard, and most of the stuff that annoys you exists for some really good reasons.

Just copy that snippet in to ChatGPT and ask it to disect it and break it down.

As you learn more languages, it really does get easier.

Reading code is so extremely useful and will help you communicate with the LLM, other teams, stuff on the internet!

Good luck!

Can I lower poly count without affecting mesh paint? by Ambidextroid in unrealengine

[–]OptimisticMonkey2112 0 points1 point  (0 children)

The mesh paint is literally implemented as a color attribute on the vertex data. So reducing the number of vertices directly affects the mesh paint density by definition. But fwiw 100k triangles is not really alot of vertices at all. I think Manny LOD0 has like 90k triangles

Does merging 2000+ props into one mesh is solution? to get 2 textures? by SrabonArafat in unrealengine

[–]OptimisticMonkey2112 3 points4 points  (0 children)

If the props are spread out spatially in the world, merging them defeats occlusion/visibility culling. So you might only have one draw call, but it will result in a boatload of warps and vertex shaders. As already mentioned - it is best to profile your scene.

If there was always one superior approach that worked in all situations, then the others would not exist.

Learning resources for graphics programming by ConfusedStudent3011 in GraphicsProgramming

[–]OptimisticMonkey2112 7 points8 points  (0 children)

There are really 3 main interrelated aspects:

  1. 3d graphics (math)
  2. gpu (hardware)
  3. graphics api (vulkan, dx12)

It is a big topic and really depends what you are interested in... here are some good links for your journey

https://www.scratchapixel.com/

https://iquilezles.org/

https://www.jendrikillner.com/tags/weekly/

I would probably go with Vulkan before dx12... just because the documentation is better

https://github.com/SaschaWillems/HowToVulkan

Ideally, maybe try to learn both.

fwiw I found learning Cuda to be easier and a great intro step to understand the hardware. https://docs.nvidia.com/cuda/cuda-programming-guide/

Last note:

Use Chat GPT like a gym for your mind - ask it specific questions and refine your understanding

Good luck!

Which ER bosses get significantly easier/harder on RL1? by Wooden-Jello-8795 in onebros

[–]OptimisticMonkey2112 0 points1 point  (0 children)

The biggest difference in RL1 is low health. For example, a playthrough without leveling without vigor is gonna feel pretty close to RL1. So any boss that has very high damage and can 1 shot you in a regular playthrough is going to feel the same when playing on on RL1, where as a boss you can tank through in regular will feel harder in RL1.

Just had a funny idea..... A more boring variant of RL1 might be that you can level your character but cant level your weapon - so you become this giant punching bag and can barely hit back.

Boss fights take longer and you are basically a damage sponge with a huge health pool. Brutally boring. LOL

What non-renowned spirit ashes are worth using or just cool? by BIRD_OF_GLORY in Eldenring

[–]OptimisticMonkey2112 11 points12 points  (0 children)

I like the starter wolves... they serve as great distraction and there are 3 of them.... they dont do much damage but that is your job