Technical Art Director
Performance Profiling
Guidelines
Performance Goals
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30 FPS - 60 FPS
Target Platforms
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PC, PS5, XBox, Nintendo Switch
Minimum PC or Hardware Specs
TIPS
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Figure out your minimum spec PC or Hardware.
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Build and profile your game for each console early in development.
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Give your team enough time to add optimization support/switches for materials, lights, fog, LODs, and other GPU-related content.
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To help manage and maintain performance, set up content guidelines.
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Set up nightly builds and level cameras to help capture overall performance.
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Avoid testing performance in the game editor; profile a standalone game build.
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Fix/Clean asset redirectors
Performance Checklist
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Foliage
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Lights
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Lightmass Settings
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Lightmass Importance Volume
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Light map resolution
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Light Build Warnings
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Adjust overlapping stationary and dynamic light bounds
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Post Effects
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Drawcalls
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Textures
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Size & mip map compression
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Avoid non-uniform texture resolutions
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Runtime render targets
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Static Mesh
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LODS
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Nanite fallback mesh
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Use Simple collision primitives. Avoiding using Complex collision
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Skeletal Mesh
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LODS
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Cloth Simulation
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Materials
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Overdraw
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Nanite
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Setup fallback mesh
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FX
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Translucent particle overdraw
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Blueprint Frame Drop (runtime logic)
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Ray-trace & Reflection Settings
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Post Effects
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Fog
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Level stream volumes
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object distance culling
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Tools
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RenderDoc (GPU profiling)
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Pix (GPU CPU profiling)
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Statistics Tool
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Session Frontend (GPU CPU profiling)
Unreal Performance Commands
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start fps
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stat unit
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stat gpu
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stat scenerendering (Draw calls)
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stat RenderThreadCommands
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stat engine
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stat streamingr.vsync 0
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t.MaxFPS 1000
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r.screenPercentage 10
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stat unitGraph
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r.ProfileGPU.ShowUIshow Staticmeshes
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Stat StartFile
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Stat StopFile
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show SkeletalMeshes
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show Particles
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show Lighting
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show DirectLighting
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show Translucency
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show ReflectionEnvironment
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show Show AmbientOcclusion
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show bones