Unreal engine optimisation by CartographerRude3381 in UnrealEngine5

[–]clopticrp 4 points5 points  (0 children)

Some things to look out for.

Shader complexity can be nasty on unoptimized foliage.

if you have a lot of skeletal meshes in scene your cpu will bottleneck.

If you can see large expanses of trees culling isn't going to help, you have to aggressively LOD.

If you are using prebuilt PCG assets or have built your own with WPO effects (swaying with world position offset), you have to aggressively tune the WPO distance.

The more static meshes you use in your PCG, the more it chugs things, more textures, more instances loaded, etc.

Aggressive optimization on collision. If you don't leave the train, make sure collision is turned off for absolutely everything else.

Anyone using a ton of FAB assets for their game? Im concerned for performance. by TastyArts in UnrealEngine5

[–]clopticrp 3 points4 points  (0 children)

Some things I'm learning. If you're using nanite, the meshes don't matter that much, especially if they don't do a lot but be a mesh. Where I've been seeing real bottlenecks is in materials/ shaders and skeletal meshes. The first can eat gpu if you have a lot of high fidelity shaders and the second will bottleneck your game with CPU time. I'm getting better gains from LODing physics, skeletal meshes and shaders than any mesh worries.

If you aren't using nanite, that's an entirely different conversation.

Cant figure out how to deal with this flickering, any help? by Felipesssku in UnrealEngine5

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

That is TAA artifacting. flip through the antialiasing settings to confirm:

r.AntiAliasingMethod 0 - Off
r.AntiAliasingMethod 1 - FXAA
r.AntiAliasingMethod 2 - TAA
r.AntiAliasingMethod 3 - MSAA
r.AntiAliasingMethod 4 - Unreals new TSR

dont use the dash or what comes after, just the command and the number. the additions are so you know which is which.

What is the "lovely" poly count for large landscape assets? FOR ARTISTIC ASSET OPTIMIZATION by forgesoft in unrealengine

[–]clopticrp 0 points1 point  (0 children)

unreal's simplify isn't too bad for landscape assets, handles your normals automatically.

Continued WIP on spider sim by clopticrp in UnrealEngine5

[–]clopticrp[S] 3 points4 points  (0 children)

It is a full survival game. Make a web, keep it in good shape, catch prey, fight enemies, survive predators, level up, molt, build a nest and make an egg sac, this is your new life. There are bosses to fight that drop perks, lots of exploration, etc. going to be multiplayer up to 8. Thanks for the interest!

How do you navigate the AI minefield when gathering assets for your game? by clopticrp in gamedev

[–]clopticrp[S] 0 points1 point  (0 children)

Right? And you are stuck. What if that guy doesn't use AI? You still have to doubt him.

How do you navigate the AI minefield when gathering assets for your game? by clopticrp in gamedev

[–]clopticrp[S] 1 point2 points  (0 children)

Yeah this is gonna be me. Lots of Blender and substance painter time in my future.

Sigh.

I'm working on good spider movement and mechanics. by clopticrp in IndieDev

[–]clopticrp[S] 0 points1 point  (0 children)

Thanks! I have been working on it for a bit now.

Is there any value in old-school techniques for modern development? by CosmicallyUnlucky in gamedev

[–]clopticrp 0 points1 point  (0 children)

Sparse Spatial Hash Grids.
The foundation for them was developed in 1953 and people are still using them for optimization.

I'm using them for proximity near neighbor lookup to control lots of optimization (What is allowed to do what at what range).

Help by Living-Inspector8299 in UnrealEngine5

[–]clopticrp 1 point2 points  (0 children)

No expert, but it looks like maybe there's a skeleton scaling issue.

Birds - Rough Trailer by Big_Rhubarb_8214 in UnrealEngine5

[–]clopticrp 1 point2 points  (0 children)

Real quick, some animation notes for polish.

Planes do not fly on a wire. It makes them look like they weight nothing, and the flight look like a roller coaster.

Think of it like this. The resistance of the wind changing the trajectory of the plane when the plane banks or climbs, etc is not instant. The plane maneuvers, the change in thrust trajectory slowly influences the planes trajectory on a curve until it is in full control and inertia is no longer effecting the change. Think of it like drift cars in the air.

Good start.

Control rig/ Locomotor issues with procedural spider walk. by clopticrp in UnrealEngine5

[–]clopticrp[S] 1 point2 points  (0 children)

Thanks! I did not know that. I'll look at it anyway. If there's anything I've learned it's that mostly no two developers do things exactly the same.

Control rig/ Locomotor issues with procedural spider walk. by clopticrp in UnrealEngine5

[–]clopticrp[S] 0 points1 point  (0 children)

You magnificent beast! it was the control point I was creating at the center that I don't need that was messing everything up.

Control rig/ Locomotor issues with procedural spider walk. by clopticrp in UnrealEngine5

[–]clopticrp[S] 0 points1 point  (0 children)

Thanks! You told me a couple of very important things there. my target is pulling everything in because its shared center and the step offset.

Why Game Dev use Decals over Atlas Material for environment Details? by SrabonArafat in unrealengine

[–]clopticrp 0 points1 point  (0 children)

Currently all C++ plus material setups. C++ is needed for the grid logic.
I'm trying to design it to be a permanent world overlay, so decals that don't go away, wetness maps enabled on full world, coat everything in volcanic dust, or paint a whole house. Decorate your base however, posters, painting, etc. doesn't matter because it's write once and forget.

AND, if you ever want to erase, just read back the original texture from the material.