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Best Practices : Profiler data UE4 ?

polycounter lvl 13
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BradleyWascher polycounter lvl 13
I'm curious about what other people and studios do to create the most seamless and useful way to gather and share profiling data from UE4. Above and beyond just running say the GPU profiler from inside the editor. Is there best practices for saving data from the build and reviewing that data? Are you saving your data to spreadsheets for easier reviews in meetings. Any information about how you automated your process for gathering profiler data from a build would be appreciated. Thanks again for any insights you guys might have.

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  • cupsster
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    cupsster polycounter lvl 11
    You might want to look into UE docs as it is fully explained there. Profiling in editor is nonsense due editor overhead. You record profiling data during game-play then load up recorded file in editor for closer and detailed inspection, that's most correct and true way to get real data readings.
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