This helped me so much and completely changed my understanding of debugging in Unreal. I just solved an issue that had been causing performance drops for months on my project. I can't believe you happened to post this video 1 day before I found out about Unreal Insights haha Thank you
Important note : always measure CPU performance in cooked/Test build (Test config is basically a shipping build with enabled some basic debugging functionalty) especially BP performance gets much better with all optimizations on.
5 месяцев назад+2
Yeah it's a huge difference on some systems. I had editor performance: 30-40fps vs packed game 70-80fps in a recent level! I still can't quite crack why, but there it is.
It’s the engine rendering the viewport based off its scaled size in the editor on top of all the other things you have open in the editor running in the background.
Great video! Could tell right away when first saw your videos that you know your stuff, and you know about aspects that matter a lot that aren't often discussed online!
TBH my biggest takeaway was the bookmarks and profiler scopes, which I was not aware of before. It would've been great if you explained how to set those up, because it felt like you kinda breezed past that part. Appreciate the video though! Good delivery and useful info!
My Main level was completely unplayable, Frames dropping to screen freezing point and almost crashing my computer. Luckily through using the Trace session browser I found what was causing it. It was my characters Groom binding data for some reason.
Hello and thanks. We need Best optimization for architectural visualization on Unreal Engine 5 for Meta quest 3 Stand-alone, not PCVR, could you please give some advice. I do an interior scene and no matter how much I do optimize such as AA, Materials, Nanite, Bake Lights, Static Lights, Shader map size etc. its run so slow (Laggy) Thank you
Ooff man you are so good at explaining the front end session , i would love more content on this , also anything about code optimization , i noticed you are using a lot of constexpr , why is that is there any benefits from this ?, other than that you are great
constexpr is the best modern C++ mechanism for defining a compile-time constant. It’s mostly a style habit in my usage here, but you can also use it in scenarios where you are computing a value at compile time with zero runtime cost.
when i press F to focus on a frame, it doesn't select an area that starts and stops with the frame... i.e. the blue selection thing starts before or after the frame box starts, and ends before or after the frame box ends. Any clue what is happening there?
I typically just use stat unit for that information. I am not sure if that is displayed anywhere prominently in insights, but the trace definitely contains all the information required to compute it.
Hello, thank you very much for this video. can you please tell me what is your PC config? Because I have a memory problem here is the message "Unreal Insights: High System Memory Usage Detected: 26 / 32 GiB (80%)! Unreal Insights might need more memory!"
@@NuMakesGames well it still seems heavy, i have seen the same thing with chaos vehicles debug drawing when u have like 10-20 vehicles, it looks like way less drawing than this project and it still tanks fps
This helped me so much and completely changed my understanding of debugging in Unreal. I just solved an issue that had been causing performance drops for months on my project. I can't believe you happened to post this video 1 day before I found out about Unreal Insights haha Thank you
Important note : always measure CPU performance in cooked/Test build (Test config is basically a shipping build with enabled some basic debugging functionalty) especially BP performance gets much better with all optimizations on.
Yeah it's a huge difference on some systems. I had editor performance: 30-40fps vs packed game 70-80fps in a recent level! I still can't quite crack why, but there it is.
It’s the engine rendering the viewport based off its scaled size in the editor on top of all the other things you have open in the editor running in the background.
Great video! Could tell right away when first saw your videos that you know your stuff, and you know about aspects that matter a lot that aren't often discussed online!
I like when theory goes along with practice examples. This was useful, thanks!
This is a real nice deep down on how to use Unreal Insights and how to apply data to optimize the project!
Thanks a lot for this video about profiling in unreal, probably the best one !
Nice explanation. Thank you!
TBH my biggest takeaway was the bookmarks and profiler scopes, which I was not aware of before. It would've been great if you explained how to set those up, because it felt like you kinda breezed past that part. Appreciate the video though! Good delivery and useful info!
Loved this!
I don't understand nothing! At the time, I could understand slowly the science of it. It's interesting, good job!
great video, thanks for the insight! 😉
heeey
Excellent video, thanks for sharing!
You Rock Bro, THNX❤❤❤❤❤❤❤❤❤❤
man, thank you so much! great job!
amazing work
There is no relevant button in the lower right corner of my editor interface, how to display it ?
@@legoarkhamproject Use UE 5.3
You're awesome, Nu :)
Really useful. Thanks!
✌🏻✌🏻✌🏻thank a bunch …. Was very useful for me ….
My Main level was completely unplayable, Frames dropping to screen freezing point and almost crashing my computer. Luckily through using the Trace session browser I found what was causing it. It was my characters Groom binding data for some reason.
Wow great video! Thank you.
Is it possible to add Trace_Bookmark and Trace_CPUProfiler when using blueprints as well?
Really UseFull VS The UnReal Trash webinars I saved This Video Thank u
FREAKING RAD DUDE!
Great video. Full of info, i love these detailed tutorials that gets into every thing
thankyou!
Hello and thanks. We need Best optimization for architectural visualization on Unreal Engine 5 for Meta quest 3 Stand-alone, not PCVR, could you please give some advice. I do an interior scene and no matter how much I do optimize such as AA, Materials, Nanite, Bake Lights, Static Lights, Shader map size etc. its run so slow (Laggy) Thank you
How do you make the engine itself faster?
I turned lumen to none and the scalability on low and still have issues.
Hey! So, I built my game( have a .exe file and everything) how do we run the insights against that?
here, look this how you do optimization, but i am going to some code and different things and totally skip those steps...
how do i find out how long an amount of time the gpu spends on a specific material?
Ooff man you are so good at explaining the front end session , i would love more content on this , also anything about code optimization , i noticed you are using a lot of constexpr , why is that is there any benefits from this ?, other than that you are great
constexpr is the best modern C++ mechanism for defining a compile-time constant. It’s mostly a style habit in my usage here, but you can also use it in scenarios where you are computing a value at compile time with zero runtime cost.
aha thanks for the tip brother@@NuMakesGames
when i press F to focus on a frame, it doesn't select an area that starts and stops with the frame... i.e. the blue selection thing starts before or after the frame box starts, and ends before or after the frame box ends. Any clue what is happening there?
Not sure. Possibly looking across rendering work split across one game thread frame?
Can I see overall average time of frame of game/render thread etc?
I typically just use stat unit for that information. I am not sure if that is displayed anywhere prominently in insights, but the trace definitely contains all the information required to compute it.
yessssss
Hello, thank you very much for this video. can you please tell me what is your PC config? Because I have a memory problem here is the message "Unreal Insights: High System Memory Usage Detected: 26 / 32 GiB (80%)!
Unreal Insights might need more memory!"
turn off some Apps and stuff?
Is it possible to bookmark chunks of BP code so they show up in insights?
Yes! Check out Trace Bookmark in the Trace Util Blueprint Library.
@@NuMakesGames Incredible stuff. Very embarrassed I didn't know about this much sooner!
Makes u wonder if the engine debug drawing is like that cuz they dont care as its debug anyway or maybe there is a better way to use it
I was knowingly abusing it. Don’t call it thousands of times per frame. :)
@@NuMakesGames well it still seems heavy, i have seen the same thing with chaos vehicles debug drawing when u have like 10-20 vehicles, it looks like way less drawing than this project and it still tanks fps
"salut je suis Nu" Ha ... bonsoir à nos amis Français