Okay, one thing I want to talk about at least a little bit here since we have
our navigation and things like that one thing we should
mention is some optimization so depending on your video card and your
computer setup this may be a very big deal for you right now or maybe a small
deal one thing we can do is just look at the frames so if we go here and say
stats not stats show FPS is what we want frames per second and you can see I'm
way up high in the hundreds here and that is great that is easy that's good
everything's great so you may not have to do any optimization if you're running
at the same kind of speeds I am with VR you need 90 frames per second with
first-person navigation it's more like 30 frames per second and you'll be fine
okay so as long as it's in the green up here you'll be good to go okay but if
you are having problems with framerate then you will need to know some
optimization stuff so we've looked at some things previously in the course in
earlier sections and you guys know that some things are being done in screen
space meaning they happen and are being calculated in real time and other things
are burnt in so turning off screen space things will speed up your time turning
off the post process actor because that's all happening at real time so in
a post process actor you can go down to the right here post process volume
settings enabled we can just turn it off this gives us a very different look
obviously but that will free up frame time for you okay I'm gonna leave mine
on because it's working just fine okay and other screen space things like you
can go to show lighting features and you can turn off things like screen space
ambient occlusion screen space contact shadows screens place reflections okay
those things can all help you but they also cost you you know the quality of
your image so you'll have to balance that another thing that we can do I've
talked about overdraw some of that is if we go to optimism
view modes and go to overdraw and shader let's go to shader complexity okay so
you see anything where I have opacity and things behind opacity and you know
looking through glass all those things are going to be complicated and they're
in the red and white which is extremely bad according to this but you know what
else are you gonna do if you need to have glass in your scene and in
architecture this is going to be a common problem so there is ways to fix
the foliage to be better this bamboo is not optimised as well as these trees are
and that's because of the way the polygons are formed as we discussed
earlier there's too much excess space around the opacity map so there's a ton
of transparency over transparency over transparency and that's what's making
this so difficult okay so that could be optimized better but ultimately we're
gonna have to find other ways to optimize because we need glass and we
need transparency so let's talk about one other way where we can do
optimizations and that is with levels of detail so let's use this chair as an
example if we click on the mesh of this chair let's look at it and let's put it
in wireframe so it's pretty heavy wireframe wise especially down here
where these wrinkles are okay so what we can do is generate levels of detail and
make it so that as we move further away from the chair it is going to become
optimized and have way less polygons now Unreal Engine can do this for us
automatically which is quite awesome it is very similar to the pro optimized
tool if you are used to using that in 3d studio max it can do that for you and
you can set the distance basically how far you want to be away before it
optimizes so right now as an example let's look at this chair it has on
import it has just one level of detail we can set it to two or three or
whatever we want but two will suffice in this case and then we apply changes now
in the LOD picker we can go to LOD one we can go to LOD one and now we can
adjust LOD for what we want okay so we can go into
LOD one here and say reduction settings right now it's at a hundred percent so
it's not actually reducing it all for demonstration purposes let's go all the
way down to ten percent and then apply changes like pro optimizer it might take
a second okay there it is and here you can see we're in LOD one we're looking
at LOD one you look at LD zero it's the high res if you put it on auto then
you'll see a change as we move away from the object which is what is going to be
happening in game so that's a good way to look at it if you look in wireframe
you'll see it looks like this or out of wireframe sorry I shaded mode and as you
move away we know in wireframe that it is changing to low res but you'll notice
that it looks pretty much exactly the same right there just isn't a lot of
change going on so this can save us time and optimization with our models if we
have some high res stuff in there if we start running into problems with
framerate we can do this now the only other thing to mention here is how to
adjust the distance at which it will change and that would be if we go to LOD
one we can say okay down here in LOD settings we can take auto compute LOD
distance and turn it off and now we can say what distance we want it to change
that basically so if we go to this and go to wireframe again right now it's
changing right there and that's being controlled by the screen size in LOD one
ok screen size 0.5 if we set that to like 0.9 then it'll change even sooner
because it's like when it's 90 percent of its normal size it's going to change
to the low res thing okay so LOD auto just like right there it's now changing
so we could change that to be like point one then it really has to get small
before it will actually change put this on auto now and now you can see it's
staying high reading I reading I read right there's where it changes right
there okay so not until this thing gets really small in screen will it actually
change and that's adjusted by that screen size setting right here I think
if we set it to like point four we'll be good okay we can save that and then look
at it in game so when we play let's play in wireframe mode actually not play but
so here it's high-res and right there it changes okay so as you get further away
changes optimized for you and since this static mesh and that static mesh are the
same that one should do it to and it does okay so the nice thing is that it
pretty much looks the same whether you're here or back here and it changes
basically effortlessly you can see the light map changes a little bit on it so
you might want to adjust so that that doesn't happen until a little bit later
but you can see from this that you're really not going to notice especially
when you're out here you just don't need that to be as high-res anymore so that
can save you some time and optimize some things for you
that's how Elodie's work