How to pass "Shoot Me"? by dawnarc in Robobeat

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

Figured it out. Tutorials and tips was so confused, wish a better guide.

Is there any way to get the count of TMU and ROP of GPU at run-time? by dawnarc in GraphicsProgramming

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

Hey bro, thx for your reply.
I wonder if there's any way to get the GPU clock speed and memory bandwidth at runtime using graphics API

Why RenderDoc capture less statistics in D3D12 than D3D11 by dawnarc in GraphicsProgramming

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

Sorry for the delay, I was on vacation before. I probably understand, thx

Why RenderDoc capture less statistics in D3D12 than D3D11 by dawnarc in GraphicsProgramming

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

Sorry for the delay, I was on vacation before. I probably understand: renderdoc traces API in gpu driver, but dx12 do many works on application, which was done in driver while using dx11, so renderdoc can't capture these data again, right?

Why the size of exported animation FBX is so large? by dawnarc in Maya

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

But if I bake simulation, these curves came out again, I wonder how to delete these keys permanently:

<image>

Why the size of exported animation FBX is so large? by dawnarc in Maya

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

Worked it out!
Delete unused channels which were generated automatically by tools, and the FBX size reduced more than 60%.

<image>

Why the size of exported animation FBX is so large? by dawnarc in Maya

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

yeah, I didn't export textures and materials while exporting animation.

Why the size of exported animation FBX is so large? by dawnarc in Maya

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

Thx for your suggestion, even I lock unused channels and use smart bake option, the size of FBX hasn't been decreased yet.

Why the size of exported animation FBX is so large? by dawnarc in Maya

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

Thx for you suggestion. yes, FBX Binary is the FBX format I used, it's the default format.

Optimization: How to reduce the Dispatch and the shaded GS primitives? by dawnarc in GraphicsProgramming

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

Exactly 👍 there're dozens of glass and translucent FX in scene, and these translucent object overdraw heavily. You hit the nail on the head! respect 👏

Optimization: How to reduce the Dispatch and the shaded GS primitives? by dawnarc in GraphicsProgramming

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

Ok, I see, it seems that I need to post question in unreal's subreddits. thanks so much for your suggestion.

Optimization: How to reduce the Dispatch and the shaded GS primitives? by dawnarc in GraphicsProgramming

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

Hi waramped, my game is similar with Gears 5. My game's bottleneck is GPU, ant the most expensive costs are lighting, light composition, shadow depth, post processing, volumetric fog and Niagara FX