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  • PuMbA

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    válasz T.Peter #49588 üzenetére

    Ezt egy UE5 fejlesztő írta [link] :

    "The performance improvements we have seen since 5.0 are extremely significant, especially, iirc, 5.4 and 5.6.
    I also suspect, as you say, that a huge part of the issue has been documentation and best practices. Epic has not done a good job of compiling information about how to optimize for lumen, nanite, world partition (and HLODS). And we are just now starting to see the industry build enough communal knowledge to actually use these systems as intended."

    Egyébként ezt olvasva találtam rá, hogy a Valorant hogy működött / működik olyan jól UE4 és UE5 alatt. Hát úgy, hogy saját renderer-t használnak: VALORANT’s foundation is Unreal Engine :D

    "We made big investments in the engine’s rendering layer; a non-exhaustive list includes:

    - Custom forward renderer based on Unreal Engine’s mobile rendering path.Our implementation predates the forward shading renderer added for desktop in UE4.14.

    - Unique base pass shaders authored to support just the capabilities we need with as few instructions and texture samples as possible. Base environment material’s pixel shader uses just 41 instructions and one texture lookup when material quality is set to low."

    - Various tweaks for decals, including culling based on facing as well as occlusion culling with custom visibility queries, simplified vertex fog support, and custom lighting contributions.

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