Posts | ||
---|---|---|
UDK performance | Locked | |
Thread Options | ||
|
Feb 6 2011 Anchor | |
What are some things I should consider when making a game/level for UDK to optimize performance drastically? |
||
|
Feb 6 2011 Anchor | |
Lightmass is for static lighting, it doesn't affect in-game performance. Everything else is common sense. Less post-processing, lower resolution meshes and textures etc. |
||
|
Feb 7 2011 Anchor | |
The only thing that really chokes out a system are shadow and particles effect. That's why shadow quality and effects quality such as smoke are common solution to increase frame rate and playability. Base on my experience with UDK or UE3 in general, dynamic shadows are the performance killer, the reason are they are not static so you can't pre bake the shadow, and the more moving object you have the more it will cost you for each dynamic lights. Motion Blur is more of a client side option which mean you can add it in and let the user decide if they want it on. Textures sizes shouldn't be a problem for most cases. -- ===================Signature====================== |
||
|
Feb 7 2011 Anchor | |
Thanks I'll have to keep that in mind Edited by: Aimforthehead |
||
Apr 10 2011 Anchor | ||
Don't forget collision. Having some complex collision can slow a system down. It's constantly calculating collision vs. collision events every frame which can become quite laggy. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.