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 your game and profile for each console early in development.
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Setup performance benchmarks for each console
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To help manage and maintain performance, set up art content best practice 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 editor. For accurate performance, profile standalone game builds.
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Adjust render settings to help support lower and higher end PCs
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Fix/Manage/Clean asset redirectors
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Tools
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RenderDoc
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Pix
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Statistics Tool
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Session Frontend
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Unreal Insights
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
Performance Checklist
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Drawcalls (Too many object and material draws)
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Nanite
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Setup and adjust fallback meshes for complex collision and reflections
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Avoid too many material instances. Build layered material, which can be applied to many static nanite assets to calculate fewer draw calls.
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Nanite occlusion culling
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Foliage density and material cost
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Lights
- Lightmass settings
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Lightmass importance volume
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Light map resolution
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Clear light build warnings
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Adjust too many overlapping dynamic light bounds
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Complex post effects materials
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Textures
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Avoid non-uniform texture resolutions
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Mip map compression settings
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Large and too many Render Targets
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Static Mesh
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LODS
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Large shadow map resolution
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Dynamic shadows (turn off unnecessary shadows)
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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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Runtime cloth simulation
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Too many materials per character (Setup material texture packing)
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Materials
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Avoid overlapping translucency - glass, water, distortion (Overdraw)
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Complex materials graphs
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Setup material node switches to help support features per console and PC target
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Setup material texture packing
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FX
- Overlapping translucent particles (Overdraw)
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Complex Blueprints and every frame tick events
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Ray-trace & reflection settings
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Complex post effects
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Complex Fog
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Level stream volumes
- Object distance culling