Unreal Engine Procedural Content Optimization: Boost Performance with These 3 Tips!

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 100

  • @雨里-i7j
    @雨里-i7j ปีที่แล้ว +3

    You have answered a question that has puzzled me for a long time. be grateful

    • @azielarts
      @azielarts  ปีที่แล้ว

      Right on! I am glad to hear that. Got any more questions?

    • @雨里-i7j
      @雨里-i7j ปีที่แล้ว +1

      yes,When will your next video be released?@@azielarts

    • @雨里-i7j
      @雨里-i7j ปีที่แล้ว +1

      yes,When will your next video be released?@@azielarts

    • @雨里-i7j
      @雨里-i7j ปีที่แล้ว +1

      I’m so excited.

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      @@雨里-i7j haha I am excited as well!!! Probably on Monday it will be done. Working on editing now.

  • @mists_of_time
    @mists_of_time ปีที่แล้ว +2

    Another great tutorial. Not too long, not too short with the right amount of info. Thank you!

    • @azielarts
      @azielarts  ปีที่แล้ว

      Yo thanks so much for that!! I will keep them coming

  • @rezadaneshmand
    @rezadaneshmand ปีที่แล้ว +1

    I’m looking forward to trying out the mesh instance and stamp feature. Thank you for another insightful guide. Please continue to make these videos. I have been subscribed and learning from you for a few months now.

  • @kjet.l
    @kjet.l 8 หลายเดือนก่อน +2

    Fantastic PCG series. Is it possible to manually remove things (a house or two) from the generation without breaking the logic?

    • @azielarts
      @azielarts  8 หลายเดือนก่อน +1

      Thanks so much, unfortunately not, you can use a volume or curve to cut out an area, so you could maybe just cut out the area where the house you don't want is being generated. Otherwise I would just hand place specific areas you need to be very specific

    • @kjet.l
      @kjet.l 8 หลายเดือนก่อน

      @@azielarts 3:51 - When you use stamp, the generated result is then regular assets that can be edited, right? Individually scale/rotate/remove a house for example. Does it work that way? I want to use PCG to fill up a blank canvas I can manually edit after a "stamp". Assets needs to be separated and not one big static mesh/stamp I can't do anything with.

  • @3darchstuffs
    @3darchstuffs 3 หลายเดือนก่อน

    It was incredibly Helpful tutorial. Thanks and keep it up.

  • @sleonhart
    @sleonhart ปีที่แล้ว +3

    Any idea why the instance data packer type is set to none by default? Seems like PCG would always create a bunch of assets using the same mesh so if this improves performance it should always be on...?

    • @azielarts
      @azielarts  ปีที่แล้ว +2

      I think it is because they don't have a way of automatically unpacking when you make changes or ad meshes, so they leave it off by default. But that is just a theory

    • @sleonhart
      @sleonhart ปีที่แล้ว

      @@azielarts makes sense, thanks :)

    • @fkknsikk
      @fkknsikk ปีที่แล้ว

      @@azielarts It would also get very annoying to have to wait for that to process every time you make a change or to have that constantly processing in the background.

    • @FlorianBecquereau
      @FlorianBecquereau 3 หลายเดือนก่อน

      Looking at the C++ code, I think if you don't actually use any attributes, it will loop through an empty array, and do nothing. So, no optimization.

  • @gmalexander722
    @gmalexander722 3 หลายเดือนก่อน +2

    Superb job. So rare to find tutors who organise and sequence their thoughts in clear and concise patterns BEFORE hitting 'Record'. The result is a product highly intelligible to the student. 100%
    👍

  • @beyondkhan8459
    @beyondkhan8459 ปีที่แล้ว +1

    Thank you for the good tutorial.
    Do I need to erase the PCG graph before packaging? Do I need to delete the Stamp? Is it okay to exist both?

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      I think it is ok for both, but I would just package with the stamp. Like exclude the folder with the PCG when packaging. You don't really want the extra logic in your game

    • @beyondkhan8459
      @beyondkhan8459 ปีที่แล้ว

      @@azielarts Thank you very much. Good day~!

  • @gameartmentor
    @gameartmentor ปีที่แล้ว +1

    This is fantastic optimization technique.

    • @azielarts
      @azielarts  ปีที่แล้ว

      Yay super glad it was helpful 👍

  • @sylvaindelaine
    @sylvaindelaine 9 หลายเดือนก่อน

    So much great infos there ! Thank you

  • @amitshneor1
    @amitshneor1 ปีที่แล้ว +2

    amazing tips! so helpfull.....thanks for that!

    • @azielarts
      @azielarts  ปีที่แล้ว

      You are welcome!! Rock on 💪

  • @WesleyOverdijk
    @WesleyOverdijk 7 หลายเดือนก่อน +1

    How do stamps work when combined with World Partitioning? Would you need a bunch of stamps?
    EDIT: Oh you just enable the "Is Partitioned "option in the PCGGraph actor

    • @azielarts
      @azielarts  7 หลายเดือนก่อน

      Yep you got it !

    • @ClashOfAdventurers
      @ClashOfAdventurers 6 หลายเดือนก่อน

      ​ @azielarts How did this work for you? I checked the box and re-simulate my pcg again. Everything froze, I had to close ue5 from task manager, my pc spec is not an issue. Any ideas?

  • @PlacesofMiddleEarth
    @PlacesofMiddleEarth 10 หลายเดือนก่อน +1

    Nanite landscape works funky for me. When my camera looks down the landscape disappears.

    • @azielarts
      @azielarts  10 หลายเดือนก่อน

      Just switch it off then. Seems to have mixed results depending what on the system

  • @krya-gu7ob
    @krya-gu7ob 4 หลายเดือนก่อน +1

    How did you test that ''clear PCG Link'' makes the level more performant?
    Since it generates only on update, i did not see any major Unreal Insight difference myself

  • @firewater8748
    @firewater8748 3 หลายเดือนก่อน +1

    Considering latest discussions in the community - I feel like it's better not to use nanites at all.

  • @RanjithPrakash-n9u
    @RanjithPrakash-n9u 5 หลายเดือนก่อน

    please let me know how to create the collider pcg mesh. its not work for me using ordinary mesh collider method.

  • @mrrenreal
    @mrrenreal หลายเดือนก่อน

    I like your channel. I subbed

  • @Spark007lp
    @Spark007lp 4 วันที่ผ่านมา

    Why when I turn on nanite on any asset the fps drops by 40-50% ?

  • @comguaf8093
    @comguaf8093 5 หลายเดือนก่อน

    Is there any way to add wind to the pvt folliage? Or I just need to add it in the mesh that I’m using for my pcg?

  • @michaelkukula5926
    @michaelkukula5926 2 หลายเดือนก่อน

    Do you know if it’s possible to use both pcg and cloth simulation in the same scene? I have pcg stones on my landscape, and want to have some cloth draping on a mesh, but the mesh bugs out whenever I simulate. The problem doesn’t happen when I remove the pcg elements from the scene.

  • @willembuiting
    @willembuiting ปีที่แล้ว +1

    Very helpfull!!!! Thank you!

    • @azielarts
      @azielarts  ปีที่แล้ว

      No problem! Glad they worked for you!

  • @johnline
    @johnline หลายเดือนก่อน

    great info

  • @toonanimationstudio
    @toonanimationstudio 3 หลายเดือนก่อน +1

    Nanite eats up geometry and sometimes looks really bad on close ups

  • @darklordstudios72
    @darklordstudios72 10 หลายเดือนก่อน

    Another great video!! Except for me, I can't get any mesh to prove it is rendering Nanite because the meshes don't show up in the triangles visualization. The source mesh shows it is Nanite enabled but on the level map it does not render as Nanite. I can convert the landscape to Nanite and it shows up just fine, but none of the meshes do.

    • @darklordstudios72
      @darklordstudios72 10 หลายเดือนก่อน +1

      I got it resolved. Slight error in my flow.

    • @azielarts
      @azielarts  10 หลายเดือนก่อน

      Ooh good I am glad to hear that, sorry just saw this

  • @realemptystudio
    @realemptystudio 5 หลายเดือนก่อน

    Can you do 2:28 for regular meshes/blueprint actors not using PCG?

  • @thomaswaynesrandomfandom3518
    @thomaswaynesrandomfandom3518 ปีที่แล้ว +1

    I really appreciate you man

    • @azielarts
      @azielarts  ปีที่แล้ว

      Yo thanks so much. I am so happy you found it helpful. Question: Any other topics or problems you are having that I could help out with a video on?

  • @n1lknarf
    @n1lknarf 11 หลายเดือนก่อน

    nanite meshes have issues with nav mesh generation

  • @isays
    @isays ปีที่แล้ว

    Why does clearing the PCG link and making a PCG stamp improve performance?
    I understand how it might improve load times, but if the PCG graph isnt running, why would it be taking up resources?
    i dont understand enough about PCG or stamping to understand what else might cause it. Does stamping turn it into a single large static mesh (in which case, nanite is probably non-optional)?

  • @gulagwarlord
    @gulagwarlord ปีที่แล้ว

    Great tips!

  • @nemysisretrogaming3771
    @nemysisretrogaming3771 ปีที่แล้ว +2

    Changing a large landscape, such as the 8161x8161 I have, to nanite creates too much of a performance overhead at the moment. It shouldn't, but at the moment it seems that very large landscapes never seem to get the love from Unreal.

    • @azielarts
      @azielarts  ปีที่แล้ว

      Dang ok, that is really good to know!

  • @Balilarreds
    @Balilarreds 11 หลายเดือนก่อน

    Just watched your video. Thanks for the tips! I have a question I am hoping you could answer or maybe turn into a video. So, I am using an actor spawner to spawn spline blueprints for flowers on my landscape so that I can get groups of flowers but it seems to tank performance loading all the blueprint actors. Is there a better, more performative way to group spawns together using the PCG?

    • @spellweavergeneziso
      @spellweavergeneziso 7 หลายเดือนก่อน

      try points scattering, there are tutorials on Ytb ;)

  • @hiromichael_ctranddevgames1097
    @hiromichael_ctranddevgames1097 ปีที่แล้ว

    ultra dynamic sky legal or not?
    good tutorial!!
    thanks for tips

  • @Alternatywny_1
    @Alternatywny_1 2 หลายเดือนก่อน

    Thank you!!!!

  • @jeswinsunil6069
    @jeswinsunil6069 ปีที่แล้ว +1

    help !!! im getting very low fps after generating pcg, it went to 17 fps max ,do you have any fix for this issue and when build nanite for my landscape the editor is getting crashed :(

    • @azielarts
      @azielarts  ปีที่แล้ว

      Honestly a little hard to say without knowing your computer. It might be the texture size you have on the assets

    • @jeswinsunil6069
      @jeswinsunil6069 ปีที่แล้ว

      @@azielarts RTX 3060 , Ryzen 5 5500,16gb ram ,512 gb SSD nd 500 gb HDD. is this not enough ?

    • @jeswinsunil6069
      @jeswinsunil6069 ปีที่แล้ว +1

      Tried reducing the texture size but no change is there still the fps drops massively

    • @azielarts
      @azielarts  ปีที่แล้ว

      @@jeswinsunil6069 I am looking at your hard drive and ram there and wondering if it is not enough ram? This is just a theory though. It seems kind of low to me

    • @azielarts
      @azielarts  ปีที่แล้ว

      I would also try reducing the size of your volume

  • @Shivang-lo7uf
    @Shivang-lo7uf ปีที่แล้ว

    When I scatter blueprints with PCG, they stay in the scene when the pcg actor is deleted. Is there a fix for this?

    • @sephtv2759
      @sephtv2759 ปีที่แล้ว

      Can't pack blueprints the way meshes get packed when instanced

  • @saigerakoski9912
    @saigerakoski9912 11 หลายเดือนก่อน

    Hero for this

  • @katmoviehd244
    @katmoviehd244 ปีที่แล้ว

    Question. i create a project and create a level for PCG my level is running on 30 fps. then i download the electric dreams env project form marketplace. i don't know what they did in project setting because electric dreams super heavy PCG level is running like a cream. then i migrate my level to electric dreams env project and after that my level also running like cream and on 40fps but little bit lighting quality was down but it was working very well. so i don't know what they did in project setting which is super optimized the project please share something if you know.

    • @PrashantVerma-c1b
      @PrashantVerma-c1b ปีที่แล้ว +1

      when you go into project settings, go to rendering section for example, you can export your settings (from top right) and then export the settings from electric dreams, and copy the contents of both the ini files and compare it in an online text comparison tool like diffchecker. I'm actually going to test it right now, you have piqued my curiosity.

    • @Gulzt
      @Gulzt 8 หลายเดือนก่อน

      @@PrashantVerma-c1bWhat was the outcome?

  • @kenalpha3
    @kenalpha3 ปีที่แล้ว

    Do you have an overview vid on Nanite and PC requirements? I have an old gaming laptop with GTX 1060 and DirectX 12.
    When I run UE5.2 I get a warning to update my drivers/DirectX to use the new features. But Im afraid of updating to DirectX 13, if it breaks anything. What should I do?

    • @kenalpha3
      @kenalpha3 ปีที่แล้ว

      Also Im making a game with not ultra high polys, but trying to keep my laptop at a low spec of what players might have. Unless Cloth sim needs DirectX 13, then I'll make that the target PC specs to play.

    • @tippymc4
      @tippymc4 ปีที่แล้ว

      create a restore point first. When you update your gfx card, and using Nvidia, make sure you choose do a clean install. This uninstalls then reinstalls the drivers. I would definitely say if you can afford it, get another laptop with a 2080 in it. According to Epic's min specs. lots of ram....good luck to ya

    • @3dart_es409
      @3dart_es409 ปีที่แล้ว

      I have a laptop with GTX 1050 and I can run UE 5.3 without problems. The only problem it is only 4GB VRAM which eats up quickly.

    • @3dart_es409
      @3dart_es409 ปีที่แล้ว

      I didn’t update DirectX since loooong time ago, there is DX13 now?? I only update Nvidia drivers through GeForce Xperience and you are fine.

  • @gouroux8791
    @gouroux8791 3 หลายเดือนก่อน

    Nanite only improves landscape performance in ridiculously large scenes (like 4x4km)

  • @Tigerhearty
    @Tigerhearty ปีที่แล้ว +9

    what are you talking about, optimized meshes with lods are still much more efficient then nanite atm

    • @azielarts
      @azielarts  ปีที่แล้ว +2

      It's always a trade off. Yes LODs can give you something that runs smoother with less powerful hardware. For me personally though I want to maintain as higher a visual quality than I can. a higher end system. This is just what I do for my personal optimization workflow. If LODs work best for what you are looking for, it totally makes sense.

    • @LOL2YOU
      @LOL2YOU ปีที่แล้ว

      Yeah if you don't care about quality. Nana is the way to go if you want to keep your quality

    • @LoafSimulation
      @LoafSimulation ปีที่แล้ว

      I just think so, I personally buy PCG and asserts and their *Licence to use commercially* from the marketplace, so most of the time it's less optimized

  • @IstyManame
    @IstyManame ปีที่แล้ว +2

    Are you sure about the nanite? Because working on Epic's city sample i noticed that almost everything has nanite, but the amount of drawcalls is crazy, something like 3-5k

    • @azielarts
      @azielarts  ปีที่แล้ว +4

      Yeah it is a good question. In my testing it is the best tradeoff between quality, density of meshes and performance. Technically it would be more performant to use a very low quality LOD instead, but you sacrifice fidelity. It also really does depend on your machine target spec. I also think that city sample project has a tun of other drawcallls from complex materials as well. Might need further testing.

    • @IstyManame
      @IstyManame ปีที่แล้ว

      @jlock4516 how does it help if i'm cpu limited cuz of drawcalls

    • @IstyManame
      @IstyManame ปีที่แล้ว

      @jlock4516 I'm not quite educated on what's going on under the hood of nanite, but the fact is: in a lot of cases cpu performance gets significantly worse after enabling it. I appreciate you mentioning optimization methods, in fact, i had no idea that udims are beneficial for something lower than 8k, but there's no need to compensate for the performance loss of nanite if i can just disable it. Also, I'm still struggling to understand how DLSS SR would be able to help with the cpu bottleneck. I'm using this tech time to time (mostly for downscaling) but never seen it improve performance when the gpu is not at the full load, The Finals is the latest example

    • @Retrocaus
      @Retrocaus 5 หลายเดือนก่อน

      @@IstyManame you would need to make sure you instance things, use HLODS , or worst case use less types of meshes..

  • @UnrealNewb
    @UnrealNewb 7 หลายเดือนก่อน +1

    good stuff!!@!@! UE5.4

    • @azielarts
      @azielarts  7 หลายเดือนก่อน

      👍👍👍

  • @anjayharris
    @anjayharris 19 วันที่ผ่านมา

    👍🏻👍🏻👍🏻👍🏻

  • @wilismatrix9847
    @wilismatrix9847 10 หลายเดือนก่อน +2

    lol tip number 4 : never convert landscape to nanite, that makes a drop of 20% fps !

    • @azielarts
      @azielarts  10 หลายเดือนก่อน

      Lol yeah, I realized that later that it is very computer spec dependent. Sorry for the confusion

  • @adrien_logut
    @adrien_logut 10 หลายเดือนก่อน +1

    Second tip is not true. Instance data packer is used to write custom data for each instance that can be read back by the material. It's not an optimization whatsoever

    • @azielarts
      @azielarts  10 หลายเดือนก่อน

      Ooh thanks for this. Going to look into it.

    • @ClashOfAdventurers
      @ClashOfAdventurers 6 หลายเดือนก่อน

      @@azielarts I would like to have some updates about this aswell, if you could post them somewhere I would appreciate it!

    • @saigerakoski9912
      @saigerakoski9912 หลายเดือนก่อน

      when i try to switch to instance data packer the whole graph breaks lol all the static mesh spawners error

  • @budhann3342
    @budhann3342 ปีที่แล้ว +1