To help out our 3rd party mappers I did an overall performance test as to expectations once higher detailed objects are introduced.
This needed to be done on our side to establish a known benchmark as to performance expectations of the use of higher than normal detailed map objects and components as compared to traditional best practice using an engine like idetec3.
The proof of concept as to best practice as to object design is now to make objects look fitting as to their real world counter part with out the need for over optimization that can now be deferred to the final polishing stages.
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Working With Power Tools - Establishing UE4 Performance Envelope
#2
Posted 02 October 2015 - 01:45 AM
Frankie V, on 30 March 2015 - 01:24 AM, said:
To help out our 3rd party mappers I did an overall performance test as to expectations once higher detailed objects are introduced.
This needed to be done on our side to establish a known benchmark as to performance expectations of the use of higher than normal detailed map objects and components as compared to traditional best practice using an engine like idetec3.
The proof of concept as to best practice as to object design is now to make objects look fitting as to their real world counter part with out the need for over optimization that can now be deferred to the final polishing stages.
This needed to be done on our side to establish a known benchmark as to performance expectations of the use of higher than normal detailed map objects and components as compared to traditional best practice using an engine like idetec3.
The proof of concept as to best practice as to object design is now to make objects look fitting as to their real world counter part with out the need for over optimization that can now be deferred to the final polishing stages.
Can you post your hardware settings?
Greetings,
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