OPTIMIZING TEXTURES in Unreal Engine.

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  • Опубликовано: 19 янв 2025

Комментарии • 9

  • @alexanubis1
    @alexanubis1 4 месяца назад +1

    haha hot a shock when you started shooting :D

  • @wegotguns3325
    @wegotguns3325 Год назад +1

    Nice work mate. This'll come in handy

  • @regular-user
    @regular-user Год назад

    A nice optimization that I did for my game was having a multi atlas texture for the non hero assets, but for every asset, including the hero assets like in the video, I hid the different 4k textures in the RGB channels in Photoshop which gave me 1 final texture with hidden textures inside. Now my game has around 80 - 120 fps with over a 1000 objects on screen at all times all with 4k textures (all with custom LODs). The objects use the same materials and textures which made no affect in performance when they didn't have any textures and were simply using that single colour multi atlas texture map. Overall I think that 4k or 2k or even lower doesn't affect much in performance if you choose other ways of optimization. And if you can scale the final texture down even further without losing the detail, then hey... even better.

  • @supervr3523
    @supervr3523 2 года назад +1

    Awesome tutorial bro! Nice video! :D

    • @3DBrosArt
      @3DBrosArt  2 года назад +1

      Thanks m8, appreciate the kind words :)

  • @arise3494
    @arise3494 Год назад

    Instead of going under the advanced settings to change the displayed texture, can I also use the "Mip Level" drop down menu to change it?

  • @heisenberg3206
    @heisenberg3206 Год назад

    can't find the max texture size option anymore

  • @LadySagitar
    @LadySagitar Год назад

    Thank you, I was looking for help with the texture streaming pool error that wasn't just "increase the size of the pool"