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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Particles & Effects > Particles Systems > VFX Optimization in UE3 > VFX Optimization: Balancing Visual Effects with Performance
UE3 Home > FX Artists > VFX Optimization in UE3 > VFX Optimization: Balancing Visual Effects with Performance
UE3 Home > FX Artists > VFX Optimization in UE3 > VFX Optimization: Balancing Visual Effects with Performance
VFX Optimization: Balancing Visual Effects with Performance
Considering Costs Up Front
- What are my key components, and where am I going to spend my performance budget?
- What materials, textures, and assets will be required to execute these key elements?
- How many particles will I need to execute this effect?
- How can I create this effect using the fewest number of material instructions, draw calls, emitters possible?
- How will this effect be utilized? Is it key to communicating critical information to the player, or is this icing on the cake that might be the first item to be cut when the scene is not running fast enough?
- What else is going on in this scene, what is the view distance, what sort of translucency exists currently, how well is the scene running, and how much combat is going on?
Alternative Means of Creating Effects
- the Game Thread cost of updating the particle systems associated with keeping the emitters around ticking
- the GPU cost of rendering large groups of particles, drawing over each other to create a volume