UE4 Performance and Profiling
summary
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.
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chapters (15)
- 0:00Start
- 0:08Overview
- 2:37Profiling Best Practices
- 6:20Profiling Process
- 12:49Diagnostic Tools
- 14:52Optimization View Modes
- 21:25Prifiling Tools
- 25:36Blueprint Optimizations
- 35:59Draw Thread Optimizations
- 39:50GPU Optimizations
- 46:16Lighting Considerations
- 50:27Optimizing for Device
- 52:04Network Optimizations
- 53:14Content Streaming
- 56:44Further Information
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