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куча пиздежа а толку ноль
ОтветитьHi! Is there any video where you explain what is a buffer in unreal engine? Btw I like your channel a lot :D
ОтветитьThis is great! But it might be also quite outdated because of all the new technology we have today, like Lumen, Nanite, Virtual Shadow Maps, etc. It would be great to have an updated version of this video that covers those topics :D
Cheers!
Best videos I've seen on this tool, thanks.
Ответитьwe need this update for UE5 with Lumen and Nanite please!!!
ОтветитьDzięki, przydatny poradnik
ОтветитьQuestion: how do you allow the player to customize stuff like shadow resolution in their settings? For example, a graphics quality slider for stuff like textures, shadow res, etc.
ОтветитьBible of performance. This channel is amazing.
ОтветитьWhat is the fake subsurface scattering method?
ОтветитьIncredibly usefull, thanks a lo. Great video!
ОтветитьThis video is a must to watch for every indie devs, especially solo devs! Thank you!!!!
Ответитьyo tengo <3ms en el prepass <3ms en shadow depths y <3ms en el basepass, el motivo? estoy usando un foliage que no ayuda mucho al prepass, y son solo billboards, esto debido a que como mi procesador es muy malo, necesito tener muy pocas draw calls, y si bien mi tarjeta grafica tampoco es muy potente, esto lo hago ya que al usar HISM para el Foliage, cada trozo se divide en LODs y se aumentan las Draw Calls, con 500 draw calls ya bajo de 60fps, es absurdo, y a la vez tampoco tengo ganas de sacar mucha densidad del pasto, por lo que la mejor opción que encontré fué la de usar el early z pass en masked meshes y usar muchos billboards de pasto
ОтветитьNice video! Worth mentioning that (at least in the scenes I've tested) baked lights (static) are grouped under NonShadowedLighting even if they cast shadows during the bake.
ОтветитьIs "shadow projection" named "shadow projection on opaque" in the GPU visualizer?
It's what's using more GPU time in my project (between 4 and 6 ms), more than shadow depths, but I have only one light in the scene, a movable directionnal light and the game resolution is 1080p. How can I optimize this please?
Thank you for the tutorial. Do you know of any way to export these passes from the sequencer (as EXR's)? By default, Unreal's 'Custom Passes' are woefully lacking for a VFX workflow.
ОтветитьWanted to ask what the cost for Visibility Command pass is, it is currently the highest pass in most of the levels I'm working with. Would be great if anyone could share this knowledge. Thanks
ОтветитьAwesome, thanks for this
Ответитьwe miss you:'(
ОтветитьYou're my hero
ОтветитьThank you very much for sharing this! I always miss stuff like this from Epic themselves. Digging up all this information can be really painfull, so thank you again for doing it!
ОтветитьThank you so much
ОтветитьThank you man, great stuff!
ОтветитьThanks.
What else Can I say? Enlightining…
Thanks again
Thank you!!!
ОтветитьYour video has been a lifesaver for us.
ОтветитьGreat tutorials! QUESTION: if I input a console command like sg.ShadowQuality and set it to a specific value, is it just an editor command or does it actually apply the setting globally and to the finished, compiled game? Thanks
ОтветитьHey man, great video! Also I have a question, can you please tell us what is "FRAME Leaf Event"? It jumps sometimes a lot in my scenes and it just get so hard to work because the "ms" sky rocket..
ОтветитьThank you for this series, very useful. I learned so much!
ОтветитьAmazing !
Thank you very much, I've learned alot.
So while watching this video I stumbled upon a few things that I could not find/get to work as you've demonstrated.
1. Light complexity optimization view shows screen completely black as opposed to blue/red as yours does, I have multiple stationary lights in my scene and even if I throw in a moveable light the result is similar.
2. 1. there is no Light pass section in ProfileGPU at all.
Does this make sense to you? Have you encountered this before?
Quick background: developing for VR, UE 4.17.1, using the Forward shader.
Great job mate.
ОтветитьThanks so much. Before I found this video my post process was waking 104 MS to render
ОтветитьGreat tutorial!Very very helpful!Thank you!
ОтветитьThank you so so increadibly much for how much detailed effort you put into this.
ОтветитьThank you for such a great tutorial :)
ОтветитьThank you, It's so helpful to me :)
Could you please add english subtitle?
thank you very much for your work!
ОтветитьGreat, whenever I see a crispy looking air conditioner with crispy reflection, I will always think about this tutorial now :D
ОтветитьIncredibly helpfull thank you so much.
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