Understanding Culling Methods | Live Training | Inside Unreal

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  • เผยแพร่เมื่อ 3 ก.ค. 2024
  • Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware Occlusion Queries. During the stream, Tim will also discuss how you can check the performance of these culling methods in your levels along with some helpful tips and tricks.
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ความคิดเห็น • 48

  • @TonOfHam
    @TonOfHam 4 ปีที่แล้ว +79

    Core Talk Starts: 6:11
    View Frustum Culling: 10:45
    Precomputed Visibility: 13:02
    Dynamic Occlusion: 14:15
    Camera Frustum: 17:54
    Performance Stats: 22:33
    Dynamic Queries Limitations : 32:13
    Bounds Scale: 34:45
    Popping Work-Around: 38:19
    r.HZBOcclusion 1: 40:14
    Recap Tips & Tricks: 41:36
    Questions: 47:00

    • @zombieraid_game
      @zombieraid_game 3 ปีที่แล้ว +2

      my game 3:40
      ))

    • @TonOfHam
      @TonOfHam 3 ปีที่แล้ว

      @@zombieraid_game COOL!

    • @zombieraid_game
      @zombieraid_game 3 ปีที่แล้ว +1

      still working on it 😃
      th-cam.com/video/k8eRIAmM0hE/w-d-xo.html

    • @TonOfHam
      @TonOfHam 3 ปีที่แล้ว

      @@zombieraid_game Good stuff! I do VR game development in NC, best of luck to you!

    • @harrysanders818
      @harrysanders818 3 ปีที่แล้ว

      @@zombieraid_game Looks Awesome!

  • @Kerimo007
    @Kerimo007 5 ปีที่แล้ว +3

    This is actually an exact problem I wanted to tackle within my next project. Being that I'm a sound designer - not really privy to much of the knowledge around the other areas of game development -, and I'm about to try my hand at creating an entire experience (besides visual design) by myself, this is gonna be really important to having an actual, good product.
    So, thanks!

  • @mysticmarks
    @mysticmarks 5 ปีที่แล้ว +2

    Good video documentation that should be universally considered in any development. Cull!

  • @markbay9275
    @markbay9275 4 ปีที่แล้ว

    Tim Hobson is the hero we need.

  • @gc723
    @gc723 3 หลายเดือนก่อน

    Stumbled across this video and finally have an idea of how to approach the white popping problem. Thank you very much!

  • @chlbrn
    @chlbrn 5 ปีที่แล้ว +1

    Thank you Epic Games. I am currently hired to do some optimization work on a demo scene. This helps me a lot.

  • @illyay1337
    @illyay1337 3 ปีที่แล้ว +1

    I would've loved this video back in 2013 when I was doing my masters in visibility culling.
    I was having the exact popping problem you were showing in our procederally generated levels. It's inevitable that I will have to increase the bounds on objects and try HZBOcclusion. I was actually thinking about doing that already, but seeing this video confirmed that it's probably the solution I'll have to go with.

  • @FranciscoSciaraffia
    @FranciscoSciaraffia 3 ปีที่แล้ว +3

    Fun to jump into this video and find out i was the top 1 karma earner that week :D

  • @ETatArea51
    @ETatArea51 5 ปีที่แล้ว +54

    I love you unreal, but these live stream videos have a very scattered unorganized feel to them. The information is presented but not clearly and a lot of time is wasted.
    Maybe higher a professional communicator or teacher to help with the presentation.

    • @naikrovek
      @naikrovek 5 ปีที่แล้ว +1

      It's a livestream, not an orchestrated thing. The questions from the audience are supposed to help guide what is shown. The people speaking don't know what you need help with, so they have to cover a lot of topics over a 1-hour stream. Why don't you donate your time and tell them what to talk about each week? Or are you just looking to complain?

    • @ETatArea51
      @ETatArea51 5 ปีที่แล้ว +10

      @@naikrovek just really want to master this engine and game development process. And as we can see, the information they want to cover is outlined before the show, so they just need a panel that can present it more organized and clearly. That's all. The awesome guy that they have trying to brake this info down is obviously awesome, but not a teacher. I just think adding someone to the panel to lead and keep it stuctured could make the format of the stream maybe better, as far as teaching us is concerned. Just wanted to communicate that to unreal, maybe they might agree and make the show better. Idk, but saying nothing gets u nothing, and that I do know.

    • @Deck_Dynasty
      @Deck_Dynasty 5 ปีที่แล้ว +2

      @@ETatArea51 I think it's a fair criticism.

    • @elfideorubio1308
      @elfideorubio1308 5 ปีที่แล้ว

      I'm with you I was looking at this from a beginners perspective and since it's label as live training I felt that they were going to do something that's way easier to get into than this.

    • @digitaldruglord6888
      @digitaldruglord6888 5 ปีที่แล้ว +2

      he didnt even go over distance culling in detail that saves the most performance!!

  • @Eresea
    @Eresea 5 ปีที่แล้ว

    It would be nice to be able to change far clip plane, you can change near clip plane which affects the far plane but surely we should be able to change the far plane only

  • @kaizendigital_id
    @kaizendigital_id 5 ปีที่แล้ว

    Is the culling method with bound scale also work on foliage tool?

  • @xiaoyazhao8655
    @xiaoyazhao8655 3 ปีที่แล้ว

    is there any volume can help light culling? since the draw distance setting is not smart enough and there is no tool in UE4 to show us how far between camera and the light we selected.

  • @Wasickiii
    @Wasickiii 2 ปีที่แล้ว

    There is no second episode like they said there will be right? If not link it under the comment please

  • @GES1985
    @GES1985 24 วันที่ผ่านมา

    For packaged actors grouped together, like quixel rocks to make larger variants, is there a way to cull the polygons that aren't visible inside the mesh so they dont waste resources rendering geometry that can never be seen?

  • @derf0007
    @derf0007 7 หลายเดือนก่อน

    I noticed a lot of people seem to have an issue with the Camera Frustum. When I turn the camera during gameplay I can see white clipping edges being culled. Is there a way to maybe just widen the Frustum slightly so that this issue won't happen?

  • @HelderP1337
    @HelderP1337 5 ปีที่แล้ว

    Is it possible to cull Foliage placed with the paint foliage tool?

    • @DronX_
      @DronX_ 2 ปีที่แล้ว

      yes, is in edit options or foliar grass assets

  • @cinemyscope6630
    @cinemyscope6630 4 ปีที่แล้ว

    Hi, Here is a question I just can't find the answer to. I want o render out a cinematic of a Wide Shot and there is clearly distance culling at work with small elements like gravel and rocks popping in and out of view. For the cinematic render I want this to be off but I've tried all the options listed in the manual and they do not seem to make any difference. There is always a certain level of Distance culling at work no matter what I switch off. Is it possible to completely disable this feature, or could there be a relationship between atmosphere/fog that's controlled independently but looks like distance culling is on?

  • @josephvanwyk2088
    @josephvanwyk2088 3 ปีที่แล้ว +10

    I often skip watching these "live training" videos as it doesn't help at all. More like showcasing/demonstrating what the engine can do (which is cool, don't get me wrong) - but a more how to do this properly and correctly 1st time around - instead of building a massive town, only to realise you've either skipped 7 steps or have to redo things because of faulty or missing foundations and/or correct procedures.

    • @jamesbrady1930
      @jamesbrady1930 6 หลายเดือนก่อน

      yerah these video show how they got to where they are now. just demostrating as if you came into a class mid way through.

  • @Itsme-wt2gu
    @Itsme-wt2gu ปีที่แล้ว

    Does matrix have culling

  • @Xale007
    @Xale007 4 ปีที่แล้ว

    20:38 how does he display the CMD ??

    • @samiyahsonfischer1660
      @samiyahsonfischer1660 3 ปีที่แล้ว

      ` this symbol if you press it, on usa keyboard it's under esc.

  • @MegaMitrandir
    @MegaMitrandir 5 ปีที่แล้ว +2

    # return Alex Pascal

  • @Pitadarth
    @Pitadarth 5 ปีที่แล้ว

    Hello I have problem when I packing project it say stack for UAT please help me someone.

    • @Lattamonsteri
      @Lattamonsteri 5 ปีที่แล้ว

      Would this help? answers.unrealengine.com/questions/431204/begin-stack-for-uat-packaging-error.html

    • @Pitadarth
      @Pitadarth 5 ปีที่แล้ว

      Thanks

  • @louisec6431
    @louisec6431 ปีที่แล้ว

    frustum

  • @DaMeshMonster
    @DaMeshMonster 5 ปีที่แล้ว

    Whos responsible to handle the Culling on a dev team?

    • @kathoden135
      @kathoden135 5 ปีที่แล้ว +1

      Rendering engineer

    • @Xale007
      @Xale007 4 ปีที่แล้ว

      Everyone.
      Optimisation is a thing to think from the beginning.

  • @CraigheadScott
    @CraigheadScott 2 ปีที่แล้ว

    I think she likes you

    • @draicor
      @draicor 10 หลายเดือนก่อน

  • @JohnDrose-mr1fi
    @JohnDrose-mr1fi 11 หลายเดือนก่อน

    Culling is the worst thing to happen to games. games are ugly now. Performance gains is worse. WORSE. specially on low end systems. smh.

    • @giovannisolimeno5040
      @giovannisolimeno5040 10 หลายเดือนก่อน

      Are you aware we had culling for 30 years at least? You're probably referring to something else

  • @yrussq
    @yrussq 3 ปีที่แล้ว +2

    This 1+ hour mumbling can be easily compressed into one solid 5 minute lecture. Freaking waste of time. Think what you want to say, put a goal/introduce a problem, show how to achieve goal/solve a problem. Is it that hard?
    Just horrible.