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Return to the main hub Miya’s Unreal Engine Notes
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Because a good game that doesn’t run is a bad game.
Many recommandations: Optimization on a Budget // Memory Management Blog Talk // Rethinking Performance: Nanite & Lumen / Supporting Systems //
First I’ll talk about general tools and good practice, then delve deeper into specific aspects of a game or the engine.
ALWAYS PROFILE WITIN A PACKAGED PROJECT
The Editor takes a lot of performance, especially CPU and Memory so the data is NOT usable in many cases. Profile in Development to have access to more tools, the performance should be more or less the same between Development and Shipping.
Tools > Audit > Statistics
is very useful for finding info such as total triangle count, memory size, texture size and everything.-clearPSODriverCache
. This will simulate launching on a PC for the first time for everything PSO and Shader-Loading related.
memreport
is a great tool for memory management. Source for most of it.
Count
is the number of elements of this class that are loaded right now