UE4 Rivalry Demo: How to Scale Down & Not Get Caught | Live Training | Unreal Engine
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Published on ● Video Link: https://www.youtube.com/watch?v=HY62PAsM7eg
PowerPoint Slides: http://epic.gm/rvlry
Presented at Gamescom 2014 by Martin Mittring from Epic Games
This talk shows how we identified, optimized, scaled down features and adjusted content to run fast in Unreal Engine 4. To identify performance cost we only used the in-engine CPU and GPU profiling features. We used the in-engine scalability functionality to reduce cost where it only had minor impact, and iterated on the content and did code adjustments where appropriate. A similar process is needed for any real-time application as hardware will always be pushed to its limits by the content creators. Although the demo was developed for the Tegra K1 the information in this talk is mostly hardware agnostic.
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