1.Reduce the range of the light and close they shadow 2.Always use asynchronous to load assets instead if synchronous (Flush) 3.Use less transparent particle and get less emit 4.Don't use 'new' to create a pointer in c++ because heap overflow
What a cool way of making a presentation. Super insightful but still keeps the audience hooked by interacting with them and adding a small dose of humor. Good job Ari!! :)
OMG thank you for being the first person EVER to explain how to find out WHAT is causing the poor performance in your level! I will spread this knowledge as best I can :)
Seeing that fog material open set of enough warning bells to drown out a Meshuggah concert. Not only was it more than one noise, it was computational, and it didn't even listen to Particle Color. It was truly cursed. Fantastic presentation. Really liked the presentation style!
I answered hundreds of questions on the old answerhub and never received unreal swag. All I had to do was attending a talk by Ari. Anyway, really cool idea to stay focused 100% of the time
I don't understand how Ari got his cursed unbatched Point lights to be so expensive. I recreated the example and using the GPU visualizer no lights were over 0.05ms on my end.
Thanks for this video presentation, but i don't like the camera focus. I don't know why they're focusing host not the projector screen. Because some explanation didn't understand.
Unreal engine should also help a bit more, it unnacepable that to have medium shadow sethings or acceptable shadows you get only 20 fps from a simple scene. Make a potato mode.
6:50 lol just watched the same themed presentation by another guy at Epic from 2 years ago, and he said "optimize EARLY, from the very start of everything you do". So two completely contradicting statements.
Well, kinda. I would say you should be PROFILING early, and optimizing if something shows up there. In that case, yes, you would be optimizing early. But spending time "optimizing" something before it even shows up on the profiler, before you even know if it needed optimizing in the first place, that is wasted time.
I optimize at the very end because there's a lot of stuff I keep and then there may be stuff I'll take out so I don't want the optimize and stuff it's not even going to make it into the game, huge waste of time
it probably depend on what optimise target is suggested, im a nooby but i assume optimise early mean that u need to be cautious about what u want to implement and reasonable and anticipate and not just build crazy thing to have a huge load of work at the end, probably just a "scope" and subjectiv question
Interesting really good presentation, it would be cool, if there it would exist a step by step tutorial or documentation or something so that it would be easy-er to know what are this things ? I get LumenSceneLighting>DirectLighting>Offscreen shadows>DistanceFieldShadowPass Openworld.DirectionalLight 47,70 ms What should be a next step?
how do you look at the code from inside insights? I can't tell what anything is, i can see how long it takes, but then what? i have no idea what it does, where it does it, why, etc. you completely lose me at 26 minutes. Is this feature unavailable in 4.26? I really do not understand the point of a diagnostic tool that tells you what is happening (something is taking a long time) but gives absolutely no information as to why it is taking a a long time, or any more information whatsoever besides a name which returns zero search results on google.
A bit over where i am, but i have this thing called, compulsive resolve :D No problem? dont worry will find one! or was it: i dont have problems, only solutions. and then my brain keep working whit the problem background, many times i wake up at night whit solution, compulsive i say. Great video!
why would 0.01 opacity be worse then say 0.1 opacity? is the cost of calculating translucency not the same regardless of how translucent? once you are seeing through the object, you need to calculate what is behind it regardless of how visible the background is or not. i have opacity at 0.01 on an anti-gravity particle system because it looks like a cartoon otherwise. there is no alternative solution.
The opacity doesn’t affect the cost, but having the particles barely visible means you need more of them for the same-ish effect. More particles = heavier on performance.
@@LohkareGames In this case, the AsyncLoadingThread "flushing" means that the main thread will lock up and wait until everything has loaded before continuing. It can be convenient if you need to use the assets being loaded literally in the next line of code. Usually you don't want everything to lock up, specially not for a packaged game, so you should ask for something to be loaded and then later on when it finishes you have a callback to handle the completion.
Insights support (and all other debugging tools) is stripped out for Shipping builds. Make sure your packaged build is using the Development build configuration.
I have a Problem, i went from 2070 super to 4080 for boosting fps but i stays 100% the same. When i got scalability on low i get 40fps on both and on epic its 25. How is that possible if the gpu is 100% not bottleneck
for the life of me I can't figure out what color this dude's hair is...sometimes i think it's blonde..then i think it's blue...then green...white maybe? maybe it's lights...i just don't know.
I'm already unable to use lights in UE, so "optimizing" seems a bit mystical. Is it possible to sell an Epic account? I stacked a lot of marketplace assets over the last 9 years (all the free for the month) and still unable to do anything with the engine. As I don't have any money that would help me
soooooooooooooooooooooooooooooooooo frustrating!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ashdgkajshdgkjsdhng!!------------------------- -------------- I WANNA BE LIKE U RIGHT NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The only problem with this guy is that he thinks everyone is a programmer with 15 years of experience like him. I really came here to find out what could go wrong in my game, if I were that experienced, I would do it myself.
Unreal should get Ari to teach youtube tutorials, he's really lively and gets audience to give attention. What a great teacher.
seconded
Insufferable
1.Reduce the range of the light and close they shadow
2.Always use asynchronous to load assets instead if synchronous (Flush)
3.Use less transparent particle and get less emit
4.Don't use 'new' to create a pointer in c++ because heap overflow
What a cool way of making a presentation. Super insightful but still keeps the audience hooked by interacting with them and adding a small dose of humor. Good job Ari!! :)
OMG thank you for being the first person EVER to explain how to find out WHAT is causing the poor performance in your level! I will spread this knowledge as best I can :)
Seeing that fog material open set of enough warning bells to drown out a Meshuggah concert. Not only was it more than one noise, it was computational, and it didn't even listen to Particle Color. It was truly cursed. Fantastic presentation. Really liked the presentation style!
This is one of the most useful talks uploaded to this channel to the date. Superb!
I like his sense of humor and the way he teaches. One of the best UE5 evangelist out there IMO.
I learned a lot from this! Such a complex topic, but this was a great introduction on how to profile and fix issues.
I was attached to the presentation like a little kid watching a favorite cartoon
I answered hundreds of questions on the old answerhub and never received unreal swag.
All I had to do was attending a talk by Ari.
Anyway, really cool idea to stay focused 100% of the time
He is a amazing speaker
Wow this is the best unreal presentation ever.
Tanks for the fantastic Lyra Project, i will learn so much about optimization from it for free, thanks a lot!
Wow, what a great session, super jam packed with value and easy to follow.
Great speaker! Thank you for this amazing talk
Ari is the absolute giga Chad jesus this guy knows how to get the stuff done!
This is really informative ari is a great speaker!
Great Instructions, It really helped a lot. Thanks!
Exxxxcelent Ari, Excellent. Thank you sir.
Amazing talk, thanks Ari and everyone in the unreal team
I don't understand how Ari got his cursed unbatched Point lights to be so expensive. I recreated the example and using the GPU visualizer no lights were over 0.05ms on my end.
Everyone needs an Ariariari in their team :)
Great talk, love the energy!
Thanks ❤
Thanks
Thank you for this
Loved the leak dance! 😂
Thank you
great presentation ! wow
Ari the best!
Thanks for this video presentation, but i don't like the camera focus. I don't know why they're focusing host not the projector screen. Because some explanation didn't understand.
Unreal engine should also help a bit more, it unnacepable that to have medium shadow sethings or acceptable shadows you get only 20 fps from a simple scene. Make a potato mode.
Thank you!
I love this guy :)
6:50 lol just watched the same themed presentation by another guy at Epic from 2 years ago, and he said "optimize EARLY, from the very start of everything you do".
So two completely contradicting statements.
Well, kinda. I would say you should be PROFILING early, and optimizing if something shows up there. In that case, yes, you would be optimizing early. But spending time "optimizing" something before it even shows up on the profiler, before you even know if it needed optimizing in the first place, that is wasted time.
I optimize at the very end because there's a lot of stuff I keep and then there may be stuff I'll take out so I don't want the optimize and stuff it's not even going to make it into the game, huge waste of time
it probably depend on what optimise target is suggested, im a nooby but i assume optimise early mean that u need to be cautious about what u want to implement and reasonable and anticipate and not just build crazy thing to have a huge load of work at the end, probably just a "scope" and subjectiv question
Interesting really good presentation, it would be cool, if there it would exist a step by step tutorial or documentation or something so that it would be easy-er to know what are this things ?
I get LumenSceneLighting>DirectLighting>Offscreen shadows>DistanceFieldShadowPass Openworld.DirectionalLight 47,70 ms
What should be a next step?
I don’t see Run Unreal Insights under tools
ty so helpful :)
Thanks for an amazing video.
How do I get my insight to also show me the assets that are the problems.
I get N/A and DLLs but not asset names.
a lot of game devs dont care about performance xD
Cause they market to kids
Reyna means queen, "perdona mi Reyna" means apologies my queen, the way it's used it's not calling her be here name but using it as the word "queen"
Very great tutorial!!
Is this video helpful for beginners?
Ari god
ARI ARI ARI
Dying your hair silver when you look like that is an insane choice lmao
I'm naturally gray, that's not a choice 😅
Hi, I use UE 5.4.4, there is no Run Unreal Insight
Baking light will increase the frame rate of game performance
how do you look at the code from inside insights? I can't tell what anything is, i can see how long it takes, but then what? i have no idea what it does, where it does it, why, etc. you completely lose me at 26 minutes. Is this feature unavailable in 4.26? I really do not understand the point of a diagnostic tool that tells you what is happening (something is taking a long time) but gives absolutely no information as to why it is taking a a long time, or any more information whatsoever besides a name which returns zero search results on google.
my GPU Profile dont log any material name /.... sad
A bit over where i am, but i have this thing called, compulsive resolve :D No problem? dont worry will find one!
or was it: i dont have problems, only solutions. and then my brain keep working whit the problem background, many times i wake up at night whit solution, compulsive i say.
Great video!
why would 0.01 opacity be worse then say 0.1 opacity? is the cost of calculating translucency not the same regardless of how translucent? once you are seeing through the object, you need to calculate what is behind it regardless of how visible the background is or not. i have opacity at 0.01 on an anti-gravity particle system because it looks like a cartoon otherwise. there is no alternative solution.
The opacity doesn’t affect the cost, but having the particles barely visible means you need more of them for the same-ish effect. More particles = heavier on performance.
@@flassari understood brother, thank you for the very helpful presentation!
damn u lumen!! :D
Does everyone who uses UE just know what a Flush is? Or everyone who needs to stream in a level?
Just curious.
No, it was my mistake not clarifying it. I realized after more people asked me what a flush is.
@@flassari So I was also thinking what it is :) Can you explain ;)
@@LohkareGames In this case, the AsyncLoadingThread "flushing" means that the main thread will lock up and wait until everything has loaded before continuing. It can be convenient if you need to use the assets being loaded literally in the next line of code. Usually you don't want everything to lock up, specially not for a packaged game, so you should ask for something to be loaded and then later on when it finishes you have a callback to handle the completion.
@@flassari thanks! We actually were both in Tallinn last month. I was the one who mentioned, that I might need your help with our game :)
At 16:00 why is the fps "obviously" gpu bound? How does it look if its cpu?
because gpu is the highest number. cpu would be highest if it was cpu bound.
@@jrade which one is cpu? Draw?
@@ricardozimmermann7363 game and draw both use cpu
UnrealInsight.exe is not able to profile my packaged game with UE5.1 win10...what is going on??
Insights support (and all other debugging tools) is stripped out for Shipping builds. Make sure your packaged build is using the Development build configuration.
@@flassari Hey thanks! I'll give Develop build a try!!
I have a Problem, i went from 2070 super to 4080 for boosting fps but i stays 100% the same. When i got scalability on low i get 40fps on both and on epic its 25. How is that possible if the gpu is 100% not bottleneck
many things can cause this
for the life of me I can't figure out what color this dude's hair is...sometimes i think it's blonde..then i think it's blue...then green...white maybe? maybe it's lights...i just don't know.
It's just gray 😄
pls make people use soft references without telling them they are using soft references
así
I'm already unable to use lights in UE, so "optimizing" seems a bit mystical. Is it possible to sell an Epic account? I stacked a lot of marketplace assets over the last 9 years (all the free for the month) and still unable to do anything with the engine. As I don't have any money that would help me
Clearly out of touch 30/60fps is laughable, and bad, NO 144 minimum for PCs If you cant do that, just don't bother
soooooooooooooooooooooooooooooooooo frustrating!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ashdgkajshdgkjsdhng!!-------------------------
-------------- I WANNA BE LIKE U RIGHT NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
🤍🖤
The only problem with this guy is that he thinks everyone is a programmer with 15 years of experience like him. I really came here to find out what could go wrong in my game, if I were that experienced, I would do it myself.
Sure it enjoyable, but I don’t really understand a thing. This is too advance for a newbie or event veteran developer.
Meanwhile new ue5 games run like garbage
🇨🇴🙋🏻♂️👍🏼🤝🏼