Unreal 5 | Next AI Stress Test (94 AIs) | UE4 UE5
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- Опубликовано: 1 окт 2024
- 94 total AI in the scene including soldiers, creatures, turrets, and drones - plus exploding barrels and mines. I've done a lot of code optimization since the last stress test and I'm getting better FPS with 40 more AI in the scene. For my game, there will rarely be more than 5 AI active at once.
Note: The art assets are from the Unreal marketplace and they'll be updated once I get a level designer. I'm using the FPS Animation Blueprint (v2) for the weapon system. The rest of the code (AI, Music manager, level manager, land mine/remote mine system, health/stats, etc) is all blueprinted from scratch over the last couple of weeks.
THIS IS GOOD
Thanks for watching!
"what the hell is that smell?!" 😂 holy Invincible soldier!
Sounding retro yet? LOL
I woulder how much the projectiles impact performance
I'm not sure, but still testing. I'll never have this many AIs in one of my levels but good tests.
It turns out quite a bit. The tracers use Niagra and are causing most of the drain. I wasn't planning on using those exact ones (and not on every bullet) anyway, so all good :)
Is it cpu or gpu limited there at the start? Would love to see a stat unit there by the fps :D
NPC Optimizator might be worth looking into. It does wonders in reducing skeletal mesh draw calls and animation calls.
is that the NPC manager that was just a freebie? I have it but haven't looked at it yet.
@@DavidNGoodman it is indeed. Once you configure it correctly for your project it's brilliant.
@@dancingdroid Very cool. Thanks for reminding me about it. :D
@@DavidNGoodman As long as you do an updated video using it and with stat unit activated let's call it even :D
@@dancingdroid I haven't done much with profiling in Unreal yet other than the basics like FPS. My pc won't show higher than 60FPS even when unlocking it, so that's not a great monitor anyway. I'll look into the stat unit.