![]() Keep in mind that draw call count will change based on whether you are in PIE or on device. You can output your draw call count with the console command Stat RHI. In projects for HMI, which tend to use highly unique or complex materials, 100 draw calls would be a good target on a Galaxy Tab S6, while less than 50 would be preferable. Currently, a high number of draw calls are the biggest contributor to low graphical performance, and you should reduce them as much as possible.Īs an example, a highly optimized car model might only have five or six separate meshes, and each one of those components might only have a single material.Ī good target for draw calls in an optimized scene is roughly 700 on a Galaxy Tab S6, and less than 500 on lower-end hardware. The number of draw calls your application uses depends on the number of unique meshes in your scene, as well as the number of unique material IDs each mesh is using. This is an important step when creating high quality normal maps, as Xnormal needs to be aware of the surface normals of the mesh to apply the offsets from the high resolution model.įinally, there are two options that will reduce artifacts when rendering static meshes:īoth of these settings are available in the Static Mesh Editor in the Details panel under the LODs section.ĭraw calls are lookups for assets, which happen every frame. Import the baking model into Unreal, choose to create its own normals, then export the baking model from Unreal to be baked in Xnormal. To ensure the surface normals used in the baking process are the same as what is present in the engine, you should export the optimized normals from inside Unreal. Import the TIFF into photoshop, then downres it to a 1k texture.Īpply a Guassian Blur with a value of. The process we use for Xnormal is roughly as follows:īake the normal map in Xnormal as an 8k TIFF with 4xAA. There are many tool sets for baking normal maps, but we recommend XNormal. By understanding which of these elements is impacting your project and how, you can start to identify and address them using engine's built-in diagnostic tools.īaking high-resolution vertices into a normal map for a low-poly model can be a complex process, and many factors can reduce the quality of a normal map texture by the time it is inside the engine. Having identified where to look for performance data, this section will familiarize you with some common factors that most often affect performance. These can be entered through the console window when the project has been launched or has been packaged as a Development build.įor more console commands you can use to analyze your application's performance on-device, refer to (). You can check performance statistics using a series of console commands while running your project. It's important to test and benchmark your own projects on a regular basis in this same manner. You can benchmark a platform or device by running a demanding application or technical demo on it, then observcing its performance stats. It is also important that you benchmark your project against any platform you intend to ship on to understand how it will run and where it will encounter performance bottlenecks. Being familiar with the platform's capabilities in terms of speed, threads, and bandwdith for your CPU and GPU, as well as potential memory, graphics memory, and available disk space are all important factors to consider. When building your project, you must decide what to spend those resources on. ![]() When developing your project, the target platform for your application has a finite amount of resources available, both for keeping objects in memory and processing them. Walk through of available toolls to guage performance bottlenecks What factors contribute to your performance budget ![]() This page provides guidelines and best practices for how to identify and optimize performance while getting the best possible fidelity from real-time rendering features. Console Commands for Displaying Performance Statsīest Practices for High-Resolution Normal Maps ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |