(Turn \ Whole) UE4 game optimization of multiplayer game optimization (quad) memory optimization

Source: Internet
Author: User

Share the fate, comments, @author: White robe path, when the bitter harm

Path code:

1, because the path here Blog directory does not own the whole, for the time being with the essay directory structure, so the two-level directory that is ignored. Header format is roughly (original or turn) level two directory (title)

2, because the view and the previous record too messy, so only a little manual removal (recall, sorting). Welcome to discuss, knowledge and ability is always asked out is not (hehe, so as to grow), if there is no right don't spray good haha.

Introduction:

Article four includes optimizations from game Threads , render threads ,GPUs, and memory to enhance the game technology base.

Original Author: Wang Yu ,Epic Games Senior Developer Technical Support, a team of programmers who manage Unreal engine technical support, with nearly 15 years of Unreal engine experience.

Text:

optimization is definitely a premise and demand background, the premise of this article: on mobile devices to do the Earth-type multiplayer game.

Requirements Background:

1. Open map: Wide field of vision, distance distance, large map

2. Scene: More style changes

3, many people with screen

4, there are many interactions

(see here, UE + The above is directly said Fortress night is good Bai)

(because of the length of the road, the path is opened directly, you crossing)

Memory

2 Texturestreaming

The UV scale factor of the corresponding map used in the screen size x material of the object bounds on the CPU x a scalar value that can be tweak by the fine art to determine the number of MIP submitted by the actual map, which can be r. Streaming.poolsize makes it easy to set the memory budget of global mapping resources on different devices.

3 shader Code

Shader Code, we will use the function of Shared Shader code , will be a large number of static division resulting in the generation of Shader have repeated removal , will be the actual Shader Code is stored in Shaderlibrary and only Shadercode GUID is stored on each Materialinstance object, which greatly reduces the actual shadercode size. In some projects you can lose 80%. In addition, the unused rendering function must be switched off in the project settings, which can greatly reduce the number of combinations of shader splits .

6.4 RHI

(RHI Meet again )

many

optimized adaptation and Iteration

(Turn \ Whole) UE4 game optimization of multiplayer game optimization (quad) memory optimization

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