Maximizing Your Game's Performance in Unreal Engine
summary
Claims that every team member must measure impact and shows exact fixes using Unreal Insights and ProfileGPU. Demo finds a 3s hitch caused by a blocking load (Flush Async Loading) and replaces it with an async streamable handle, reducing stalls; a GPU hotspot reveals 135.96 ms spent in a particle material that had 300 oversized cards with noise (attenuation cut from 5000 to 100 and alpha/texture simplification restores 60 FPS); a leak traced to using `new` for a value-type in Tick is fixed by removing the heap allocation.
AI-written summary · about
chapters (27)
- 0:00Intro
- 0:28Introduction
- 2:25Overview
- 3:52Frame Time
- 4:19Frame Budget
- 6:21When to Optimize
- 7:45Practical Optimization
- 8:47What do I know
- 10:20Unreal Insights
- 11:28Profile GPU
- 13:15Low Editor Frame Rate
- 13:42Current Frame Rate
- 15:23Stat Unit
- 16:20TPOB Ledger
- 17:33Point Lights
- 19:13Tiny Actor
- 20:03Package
- 20:52Profiling
- 22:13Tracing
- 24:27Tracing Overview
- 27:19Fixing
- 28:16Streamable Handle
- 29:33Frame Rate
- 33:08Textures
- 34:35Memory Leak
- 36:17Memory Leak Capture
- 38:19Memory Leak Code
related talks
58mUE4 Performance and Profiling
52mOptimising your game AFTER it ships
43mGalaxy GameDev: Bringing Maximum Boost to Mobile Games II
28mOptimizing and Profiling UI Performance
01h 03mMonitoring Performance on Massive Games.
43mNo More Jank: Escaping the Matrix of Frame Drops
47mA Thousand Cuts Down to 5
18mVulkanized: Mobile Game Optimization Techniques
