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UE4在低端机上的效率优化

我们使用UE4.14做项目,可是发现UE4在低端安卓机的效率不理想.例如,我使用引擎中的Third Person模板建立的项目,已经非常简单了,只包含一个简单的地形和角色,在开启HDR选项后,在一些低端机上已经只有20多的FPS, 低端机例如( CPU MT6735 GPU Mali-T720 ) ( CPU MSM8928 GPU Adreno 305 ). 在实际项目中FPS更是非常的低. 我们的目标是FPS稳定30, 所以想问一下,在比较低端的机器上,有哪些问题是需要特别关注和设置的?

Product Version: UE 4.14
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asked Feb 13 '17 at 01:40 PM in Chinese

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ggalt
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首先,引擎自带的模板项目虽然内容相当简陋,但是设置并不“简陋”,其中默认情况下第三人称模板有动态光投影,在低端机器上是相当大的开销,并且开了MobileHDR会默认开启多个PP效果,对于移动gpu来说,在使用opengl es的情况下,PP的切换render pass的行为本身就是相当影响效率的,所以你可能需要使用Device Profile,对于中低端机器关闭使用大部分PP效果,和关闭投影选项。再者,如果明显看出是GPU(PS)瓶颈的话,可以调整MobileContentScaleFactor到一个更小的值(例如0.5),用来降低实际的3D场景渲染分辨率,由于现在即使是中低端机器,也有不少使用了较高分辨率的屏幕,所以对像素渲染造成了很大的压力。这些参数怎么取舍,关于效果和效率的平衡,需要用户自己抉择。

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answered Feb 27 '17 at 09:57 AM

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Mi.Wang STAFF
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