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UE4 Performance and Profiling

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Profiles early and often on target hardware using concrete commands and tools: use r.ScreenPercentage to check GPU vs CPU, run stat SceneRendering and stat unit for draw calls and ms, record with the Session Frontend (stat startfile/stopfile) and capture a single-frame breakdown with profile gpu. Track hitches with stat dumpHitches, inspect memory with memReport, and dumpticks to list ticking actors. Keep Material instruction budgets (characters ~350, environment 150–200, max 255), prefer instanced meshes/Actor Merge, use Device Profiles and QualitySwitch, and test streaming with Primitive Distance Accuracy and Required Texture Resolution.

AI-written summary · about

  1. 0:00Start
  2. 0:08Overview
  3. 2:37Profiling Best Practices
  4. 6:20Profiling Process
  5. 12:49Diagnostic Tools
  6. 14:52Optimization View Modes
  7. 21:25Prifiling Tools
  8. 25:36Blueprint Optimizations
  9. 35:59Draw Thread Optimizations
  10. 39:50GPU Optimizations
  11. 46:16Lighting Considerations
  12. 50:27Optimizing for Device
  13. 52:04Network Optimizations
  14. 53:14Content Streaming
  15. 56:44Further Information
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