~/talk

Optimization Techniques in UDK/UE3

TalkinPolishat infoShare 2013 · 2013-05-16..05-17· [game-development]
links:none on file
slides:none on file

Covers practical optimization techniques for UDK/UE3 games: prototype with the editor, UnrealScript and Kismet, move heavy math into C++, and preload assets to prevent runtime stalls. Shows how to profile with UDK stat commands, the game profiler and memory/shader analyzers to find hotspots, and recommends keeping draw calls low (avoid 100+), targeting at least 30 FPS, packing UI and distant objects into single power-of-two textures, and minimizing expensive particle systems — illustrated by a production example (Grablay Lords) that reduced runtime hitches.

AI-written summary · about

  1. 0:00UDK/UE3 introduction
  2. 1:13Engine architecture and flexibility
  3. 3:00Editor and scripting language
  4. 4:05Kismet visual scripting
  5. 6:58Optimization tools
  6. 9:07Statistics and profiling
  7. 12:10Memory usage analysis
  8. 13:13Runtime preview
  9. 15:19Editor previews
  10. 17:53Optimization rules
  11. 20:01Team collaboration
  12. 22:09Mobile optimization
  13. 24:38Texture settings
  14. 27:06Memory management
  15. 28:54Tool usage
  16. 30:43Particle system optimization
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