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#unreal

Posts tagged #unreal on Dynamo Geeks: 5 posts from the community, most useful first.

5 posts

Posts tagged #unreal

  1. Article

    AI upscaling will not save your frame budget (if you are CPU bound)

    No, so, every second performance discussion now ends with "just turn on DLSS". Players say it, okay. Producers say it, less okay. Last month a producer said it in a meeting about our game thread at 21 ms. I almost had a stroke. What upscaling actually does Temporal upscalers (DLSS Super Resolution, FSR, XeSS, Unreal's own TSR) render the frame at a lower internal resolution and reconstruct a higher resolution image…

    Bartek Wójcik14likes11comments

  2. Question

    How do you stop designers from putting logic on Tick in every Blueprint?

    No, so. New project, Unreal 5, small team (6 programmers, 9 designers). Designers are great, they build fast. Problem: every Blueprint they make has Event Tick with something on it. Checking distance to player. Rotating a coin. Updating UI text every frame. We have 400+ actors in the level, game thread is 19 ms on target, and I measured 6 ms of it is Blueprint Tick. I tried: Talking about it in the meeting. Worked…

    Bartek Wójcik5likes11comments

  3. Article

    16.6 ms is not a lot of time: frame budget for people who never shipped a game

    No, so. Every week somebody in our Discord asks "why my game is 40 fps, I have RTX card". This post is the answer I will link from now on. The budget 60 fps means you have 16.67 ms for everything. 30 fps means 33.3 ms. 120 fps means 8.3 ms, good luck. And "everything" is not one thing. In Unreal you have mostly three things running in parallel: Game thread : gameplay code, Blueprints, Tick, animation logic, AI.…

    Bartek Wójcik21likes11comments

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