[UE4]Performance Guidelines for Mobile Devices
keywords: [UE4]Performance Guidelines for Mobile Devices
keywords: Mobile Performance Optimization, Official Documents
Materials
-
Use Full Precision
The Material Editor contains a section called Mobile, which has two properties:Use Full Precision
andUse Lightmap Directionality
. These are intended for mobile devices and to save performance. By default, Unreal will use less-precise math in order to save on memory and computation time. When enabled, theUse Full Precision
property will use the highest precision available on a mobile device. This will solve certain rendering issues at the cost of being more expensive to use. Generally, you’ll leave this property disabled unless you notice issues with how the material looks. -
Use Lightmap Directionality
Use Lightmap Directionality
, has an effect that is very apparent when using a normal map. Basically, it will use the lightmap to show the light at the top of the normal map and shadows at the bottom. You’ll need toBuild
the project in order to see the lightmap information being used. If disabled, lighting from lightmaps will be flat but cheaper. -
Fully Rough
TheMaterial
section contains theFully Rough
property that, when enabled, will ignore theRoughness
channel and instead force the material to be completely rough. This will save a number of instructions for optimization’s sake and reduce one texture sampler. -
High Quality Reflections
TheForward Shading
section contains theHigh Quality Reflections
property which, when disabled, can increase the number of texture samples you can use by two. Turning this off will remove them to instead be used for cubemaps to display reflections.
While some of these properties will have less quality than the traditional fully-formed
material, the settings can reduce the number of instructions on the vertex shader
and the
Texture samplers
used, which you can see from the Stats
toolbar from the Material Editor.
Quoted from [Unreal Engine 4 Shaders and Effects Cookbook] Chapter 8 Mobile Shaders and Material Optimization
https://www.packtpub.com/game-development/unreal-engine-4-shaders-and-effects-cookbook
LOD
1, Dithered LOD Transitions support on Mobile, but it would increase rendering overhead.
Rendering
1, Disable HDR on mobile if frame rate is low, otherwise image would be blur when camera transforming. But Lighting effect would lose violently if HRD disabled.
Reference
如何改善虚幻引擎中的游戏线程CPU性能表现
https://www.unrealengine.com/zh-CN/blog/how-to-improve-game-thread-cpu-performance
UE4 性能优化方法(工具篇)
https://www.cnblogs.com/ghl_carmack/p/5481763.html
Bringing AAA graphics to mobile platforms
https://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Smedberg_Niklas_Bringing_AAA_Graphics.pdf
Offical Docs
Mobile Game Development
Mobile Game Development
https://docs.unrealengine.com/en-US/Platforms/Mobile/index.html
Materials on Mobile
Materials for Mobile Platforms
https://docs.unrealengine.com/en-US/Platforms/Mobile/Materials/index.html
Performance on Mobile
Mobile Performance Tips and Tricks
https://docs.unrealengine.com/en-US/Platforms/Mobile/Performance/TipsAndTricks/index.html
Performance Guidelines for Mobile Devices
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/index.html
Developer Perspective: Improving Memory Usage and Load Times in UE4
https://developer.oculus.com/blog/developer-perspective-improving-memory-usage-and-load-times-in-ue4/
Rendering on Mobile
UE4/UE5移动端延迟渲染
https://www.cnblogs.com/kekec/p/17050979.html
人生中有些事是不得不做的,于不得不做中勉强去做,是毁灭;于不得不做中做的好,是勇敢。——叶弥《成长如蜕》