[UE4]GPU Visualizer (GPU Profiling) Specification
keywords: Performance, Optimization, PrePass DDM_AllOpaque(Forced by DBuffer)
Summary
Command
The text version of GPU Visualizer (shortcuts: Ctrl + Shift + ,
), command:
Stat GPU
GPU Visualizer arguments specification
PrePass DDM_…
Sense
- Early rendering of depth(Z) from non-translucent meshed.
- Required by DBuffer decals.
- May be used by occlusion culling.
- Engine -> Rendering -> Optimizations -> Early Z-pass.
Cost affected by
- Triangle count of opaque objects.
- Depending on Early Z settings: Overdraw and complexity of Masked materials.
ShadowDepths
Sense
- Generation of depth maps for shadow-casting lights.
- It’s like rendering scene’s depth from light’s point of view.
sg.ShadowQuality 0...4
Cost affected by
- Number and range of shadow-casting lights.
- Number and triangle count of movable shadow-casting objects.
- Shadow quality settings.
Reference
UE4 Graphics Profiling: All Categories Guide (Rendering Passes)
https://www.youtube.com/watch?v=C3lumWdwHmA
GPU Profiling
https://docs.unrealengine.com/en-us/Engine/Performance/GPU
会挽雕弓如满月,西北望,射天狼。----苏轼《江城子·密州出猎》