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[Closed] Analyzing profiler results

Hi,

I'm currently working on optimization for my game. The overall performance is fine, but the framerate drops during battles - there are a lot of projectiles and effects. So, profiler time. I'd like to understand more about some of the time measured.

  • Under Tick Time / Game TaskGraph Tasks / FTickFunction Task, I have a ProjectileMovementComponent time that takes half a frame. I understand that this depends on projectiles, but can I make this reasonable while still using a lot (200) of projectiles ?

  • Under RenderThread, the UpdateTransformCommand takes a heavy toll as well, because I have a lot of moving StaticMeshes. I already have a culling strategy, but I'm not sure if the "maw draw distance" system has an effect on this performance. What could help ?

  • Under RenderThread, what is FCacheUniformExpressionsCommand ? It is not negligible at all.

  • Are "Additive" materials more or less demanding than "Transparent" materials ?

Thanks a lot !

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asked Apr 15 '15 at 06:24 AM in C++ Programming

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StrangerGwenn
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avatar image mkamradt Apr 28 '15 at 12:50 PM

I just loaded my last Xbox One profiling run and did a quick check regarding projectiles. We have 116 calls to ProjectileMovementComponent_TickComponent in the frame I inspected and it took about 2.6ms

So given a fast PC you should be able to double this figure.

Marc

avatar image mkamradt Apr 28 '15 at 12:54 PM

Regarding the render thread: updating about 80 static meshes takes about 1ms on Xbox One.

Marc

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The question has been closed Jul 07 '15 at 11:19 AM by StrangerGwenn for the following reason:

The question is answered, right answer was accepted


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