![]() A ue4stats file will be written your project’s folder under the path Saved/Profiling/UnrealStats.Īlright, I took a profile. Once you have a good sample of time, you can enter “stat stopfile” to end the profile. Longer profiles are good too and can be used to detect long intermittent issues, but taking a profile longer than thirty minutes is not suggested since the file will be very large. Let it run for at least ten seconds or so to get a nice average over many frames. You can start a profile by entering “stat startfile” in the console, which can be opened by pressing the tilde (~) key. Your best tool for looking at game thread performance is taking a stat profile. Fortnite fonts how to#In this article, we will only be talking about how to address problems in the game thread.Īha! Now I know that I am bottlenecked by the game thread. If neither time is close while GPU time is close, then you are bottlenecked by the video card. If Frame time is very close to Draw time, you are bottlenecked by the rendering thread. ![]() If Frame time is very close to the Game time, you are bottlenecked by the game thread. Since GPU time is synced to the frame, it will likely be a similar number as the Frame time as well. GPU time measures how long the video card takes to render the scene. Since both the Game and Draw threads sync up before finishing a frame, the Frame time is often close to time in one of these threads. Your Frame time is the total amount of time spent generating one frame of the game. ![]() To determine this, launch your game in a non-debug build and enter the console command “stat unit” to display how much time is spent doing what. The first piece of data you want to collect is if your bottleneck is located in the game thread, in the rendering ( Draw) thread, or on the GPU. ![]() It is very natural for someone to say something like “Of course it’s slow! This level has 100,000 actors!”, but without properly gathering data you may spend a lot of time reducing the number of actors in your level instead of addressing the real performance problem which could have been completely unrelated and much easier to fix. The first step when attempting to fix any performance problem is to gather information so that you can make an informed decision as to how to proceed. Is the frame rate in your game low? Do you know why? Could it be because you have too many enemies spawned at once or is it because one specific enemy is expensive? Could it be because you have a ton of visual effects or because of that sweet skill system you wrote? ![]()
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