x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Reusing pieces / scaling impact

Let's say I have a modular asset in my scene, a roof for example. I understand that limiting the amount of unique pieces in a scene is important, so my question is this:

If I take the roof module, and scale it up or down in the editor to look different, does it impact the engine the same way as introducing a new roof module would? (the new roof module would be identical, I would have just scaled it up in Maya instead of in the Unreal editor)

Does it have any impact at all if it's the same piece just scaled, or is it treated just the same as the other roof modules?

Product Version: UE 4.7
Tags:
more ▼

asked May 19 '15 at 10:28 AM in Using UE4

avatar image

achalmers
45 3 8 14

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi achalmers,

In this situation having your single modular piece that is scaled up or not will be considered separate objects. Each mesh will have it's own draw call for being rendered, regardless of the size of the mesh.

The engine does a good job of optimizing things without much need to tweak as it stands. Only objects that can be seen on screen are rendered while things that are no visible or are occluded enough will not be rendered. This is also in part to the bounds scale of each mesh that determines it's being rendered as well.

Making good use of LODs is just as important as modular pieces so that assets that are rendered at further distances are not as heavy a load.

If you're starting to see slow downs or hiccups in your FPS using profiling can help narrow down these trouble areas where you should focus your efforts.

https://docs.unrealengine.com/latest/INT/Engine/Performance/index.html

https://docs.unrealengine.com/latest/INT/Engine/Performance/Profiler/index.html

I hope that helps.

Tim

more ▼

answered May 19 '15 at 06:18 PM

avatar image

Tim Hobson ♦♦ STAFF
48.7k 888 103 880

avatar image achalmers May 19 '15 at 10:23 PM

I'm glad I asked, thank you for such a helpful reply!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question