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