How to Optimize Performance in Unreal Engine 5

Ғылым және технология

Unreal Insights tutorial showing how to understand and improve a game's performance. This video demos how tracing and the profiler works, and then applies those skills to fix a performance problem in my time rewinding prototype.
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More details of the time rewinding prototype project:
• Rewinding Time in UE5
Check out my video on setting up Visual Studio 2022 for UE5:
• How to Setup Visual St...
Project is available on GitHub:
github.com/NuMakesGames/ue5-r...
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#unrealengine #gamedev #optimization

Пікірлер: 36

  • @Beh3D
    @Beh3D3 ай бұрын

    This helped me so much and completely changed my understanding of debugging in Unreal. I just solved an issue that had been causing performance drops for months on my project. I can't believe you happened to post this video 1 day before I found out about Unreal Insights haha Thank you

  • @SwingPoynt
    @SwingPoynt3 ай бұрын

    Great video! Could tell right away when first saw your videos that you know your stuff, and you know about aspects that matter a lot that aren't often discussed online!

  • @brianlaflamme1948
    @brianlaflamme194824 күн бұрын

    FREAKING RAD DUDE!

  • @LudwigvanBeethoven2
    @LudwigvanBeethoven220 күн бұрын

    Great video. Full of info, i love these detailed tutorials that gets into every thing

  • @dominiktulacz
    @dominiktulaczАй бұрын

    Nice explanation. Thank you!

  • @user-cg2gk1yw7w
    @user-cg2gk1yw7w3 ай бұрын

    Excellent video, thanks for sharing!

  • @drugserega
    @drugserega2 ай бұрын

    man, thank you so much! great job!

  • @lukask.3465
    @lukask.34653 ай бұрын

    Important note : always measure CPU performance in cooked/Test build (Test config is basically a shipping build with enabled some basic debugging functionalty) especially BP performance gets much better with all optimizations on.

  • @knuckles7410

    @knuckles7410

    26 күн бұрын

    Then you haven't understood the point of using the profiler, right? No need to build the whole fucking project to test it. If the lags are due to debugging you would be able to see it in the graph. Sorry but you're not that smart in the end of the day.

  • @lFunGuyl
    @lFunGuylАй бұрын

    TBH my biggest takeaway was the bookmarks and profiler scopes, which I was not aware of before. It would've been great if you explained how to set those up, because it felt like you kinda breezed past that part. Appreciate the video though! Good delivery and useful info!

  • @LeeGoGo
    @LeeGoGo3 ай бұрын

    amazing work

  • @whyareless
    @whyareless3 ай бұрын

    You're awesome, Nu :)

  • @didsdev4256
    @didsdev42563 ай бұрын

    great video, thanks for the insight! 😉

  • @NuMakesGames

    @NuMakesGames

    3 ай бұрын

    heeey

  • @elnazheydari4163
    @elnazheydari41632 ай бұрын

    ✌🏻✌🏻✌🏻thank a bunch …. Was very useful for me ….

  • @Utopia2023Game2
    @Utopia2023Game22 ай бұрын

    Really UseFull VS The UnReal Trash webinars I saved This Video Thank u

  • @user-ol6sn6mb4x
    @user-ol6sn6mb4x2 ай бұрын

    There is no relevant button in the lower right corner of my editor interface, how to display it ?

  • @user-ol6sn6mb4x

    @user-ol6sn6mb4x

    Ай бұрын

    @@legoarkhamproject Use UE 5.3

  • @SB-mr2nk
    @SB-mr2nk3 ай бұрын

    yessssss

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugsАй бұрын

    Is it possible to bookmark chunks of BP code so they show up in insights?

  • @NuMakesGames

    @NuMakesGames

    Ай бұрын

    Yes! Check out Trace Bookmark in the Trace Util Blueprint Library.

  • @GlassesAndCoffeeMugs

    @GlassesAndCoffeeMugs

    Ай бұрын

    @@NuMakesGames Incredible stuff. Very embarrassed I didn't know about this much sooner!

  • @lorenfulghum2393
    @lorenfulghum23933 ай бұрын

    when i press F to focus on a frame, it doesn't select an area that starts and stops with the frame... i.e. the blue selection thing starts before or after the frame box starts, and ends before or after the frame box ends. Any clue what is happening there?

  • @NuMakesGames

    @NuMakesGames

    3 ай бұрын

    Not sure. Possibly looking across rendering work split across one game thread frame?

  • @arrowsdev
    @arrowsdev2 ай бұрын

    Ooff man you are so good at explaining the front end session , i would love more content on this , also anything about code optimization , i noticed you are using a lot of constexpr , why is that is there any benefits from this ?, other than that you are great

  • @NuMakesGames

    @NuMakesGames

    2 ай бұрын

    constexpr is the best modern C++ mechanism for defining a compile-time constant. It’s mostly a style habit in my usage here, but you can also use it in scenarios where you are computing a value at compile time with zero runtime cost.

  • @arrowsdev

    @arrowsdev

    2 ай бұрын

    aha thanks for the tip brother@@NuMakesGames

  • @eugenecherepko417
    @eugenecherepko4172 ай бұрын

    Can I see overall average time of frame of game/render thread etc?

  • @NuMakesGames

    @NuMakesGames

    2 ай бұрын

    I typically just use stat unit for that information. I am not sure if that is displayed anywhere prominently in insights, but the trace definitely contains all the information required to compute it.

  • @As_Ss
    @As_Ss2 ай бұрын

    Makes u wonder if the engine debug drawing is like that cuz they dont care as its debug anyway or maybe there is a better way to use it

  • @NuMakesGames

    @NuMakesGames

    2 ай бұрын

    I was knowingly abusing it. Don’t call it thousands of times per frame. :)

  • @As_Ss

    @As_Ss

    2 ай бұрын

    @@NuMakesGames well it still seems heavy, i have seen the same thing with chaos vehicles debug drawing when u have like 10-20 vehicles, it looks like way less drawing than this project and it still tanks fps

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