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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Particles & Effects > Particles Systems > VFX Optimization in UE3
UE3 Home > FX Artists > VFX Optimization in UE3
UE3 Home > FX Artists > VFX Optimization in UE3
VFX Optimization in UE3
Overview
- I am having trouble on the GPU
- I am having trouble on the Game Thread
- I am having trouble on the Render Thread
Terminology
- Emitter
- A stack of modules in cascade
- Module
- A component of an emitter which determines behavior
- Particle System
- A combination of a single, or multiple emitters
- Particle System Component
- An instance of a particle system
- Emitter Actor
- The Actor placed in a scene which references the Particle System Component
Common Offenders For Poor Effects Performance
- Overdraw
- The amount of screen space the particles cover, and the number of instructions on those particles. Overdraw = Number of layers * number of pixels affected. (GPU)
- Tick Time
- The amount of time it takes the Game Thread to update all particle systems (Game Thread)
- Draw Calls
- The state setups to prepare for GPU (Render Thread)
- Bounds Calculation
- The amount of time it takes to update the bounds of an effect, which are used to determine visibility based on camera frustum. (are the effects bounds in view?)
Core Systems For Effect Performance
- GPU
- The amount of time it takes to draw the pixels on the screen (overdraw)
- Game Thread
- The amount of time it takes to update the particle systems behavior (Tick Time)
- Render Thread
- The amount of time it takes to pack particle geometry and associated draw calls (Draw Calls)