UE4 Tutorial: Optimization (VR)

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 18

  • @arekjurcan
    @arekjurcan หลายเดือนก่อน

    I tested these tricks on UE 5.3 and PCVR and I didn't notice any visual changes (except water), but I got +10 fps. So.. it's worth it. Thank you.

  • @patrikniens4154
    @patrikniens4154 2 ปีที่แล้ว +5

    Is this really plausible? Cause you never show the frame rate in VR which kinda destroys the whole point of the video.

  • @thebadradio5340
    @thebadradio5340 ปีที่แล้ว

    This helped me a lot, thank you a lot!

  • @lethaldumpster2699
    @lethaldumpster2699 2 ปีที่แล้ว +6

    If using Unreal Engine 5, you can get some results with using Temporal Super Resolution. This is the engines native upscaler, and this upscaler works wonders with its quality. Ive been able to use it with VR with varying success during UE5 early access, as it would randomly disable itself on 1 eye, then later re-enable. Im curious to try our Preview 1 if its fixed fully. But when its working, it is INSANE for high quality scenes with the need for good vr performance. The FPS boost and upheld visual fidelity is unremarkable.

    • @opatechnus
      @opatechnus ปีที่แล้ว

      When you are using UE5 you will not get even 30FPS there is no FPS boost its just garbage of engine

    • @camq66
      @camq66 ปีที่แล้ว

      @@opatechnus yeah right now I can't even get above 20fps in a project on very good hardware

  • @lethaldumpster2699
    @lethaldumpster2699 2 ปีที่แล้ว +4

    Woah there, DX12 will have varying performance cost depending on the type of environments people have created as well as their hardware.
    In personal testing, its shown greater culling performance on complex and dense scenes, but greater default overhead than DX11 on simple scenes with older and medium hardware. There's obviously more to it, but this bit should be give far more consideration, as in many cases DX12 has offered worse performance for many people who I've ran tests with.
    I recommend having this as a launch option for games.

    • @underscore00
      @underscore00  2 ปีที่แล้ว +2

      Interesting! In testing I discovered the opposite on 2 different machines (one with an AMD card, one with nVidia) so I just went with the DX12 option. Thanks for the thoughtful comment, I appreciate the input :)

    • @lethaldumpster2699
      @lethaldumpster2699 2 ปีที่แล้ว +1

      @@underscore00 Indeed, with how much the results could vary person to person, its fantastic how easy Epic made switching the modes for end-users with launch commands.

  • @sphangman
    @sphangman 2 ปีที่แล้ว +3

    Very helpful , thanks. 🙂

  • @gamersresidence6040
    @gamersresidence6040 ปีที่แล้ว +1

    Be me:
    Finally employed in a nice little VR GameDev studio (VRilliant) and watching this video.
    This informative man:
    "ask a Tech Director... or something like that"
    I now totally get the "something like that" part :D
    Great video! Thank you for sharing all these tricks with us

  • @jackblack2567
    @jackblack2567 2 ปีที่แล้ว +1

    is this for pc or mobile?

  • @ijinprod
    @ijinprod 2 ปีที่แล้ว +1

    I have to check why but your settings are worst than what i have set before for my Quest. I will investigate and share as soon as i understand why.

    • @ajk_
      @ajk_ ปีที่แล้ว

      Are you using the oculus XR plugin? I am curious as to what you have discovered.

    • @ijinprod
      @ijinprod ปีที่แล้ว

      @@ajk_ No i'm not using XR Plugin. UE 4.27.2 here.

  • @FPChris
    @FPChris 8 หลายเดือนก่อน

    Be clear. Is it for vr standalone android or pcvr?

  • @lilbon6073
    @lilbon6073 ปีที่แล้ว

    anyone had trouble with material quality? i download it medium quality matrials from bridge and they look good from the laptop screen but they look so bad from the vr

  • @stewarthorton8970
    @stewarthorton8970 2 ปีที่แล้ว

    ? promosm