Help ! Help ! Help !
I had been working on this map.
But recently, things started getting too slow... I get like 4-5 fps and its hard to work in that fps.
For improving that, what I did was changed around different 30 textures from 1024X1024 into 256X256, I was amazed to see No difference in the fps. NOT EVEN 6 fps with that ?
What else can I do to improve and optimized except for making LODs ? Maybe some settings and all ?
Wayyy too technical for me, might have to search something simple. My map isnt any complex, will keep doing hit and trial....
Tonight, I'll try offing the physics and see.
Please help me understand how does one control light shafts. My DL points from the camera, light shafts shine towards the camera. They just don't follow the DL.
Found the solution on Epic's forum. Had to increase DL's Trace Distance to a very big number.
ZacD: 5 fps is without the grass, I did removed all the vegetation to work smoothly.
I did gain few fps after hiding the ocean mesh and some part of the landscape while working... got ~10 fps
around ~6-7 fps, and in unlit mode ~10 fps... My landscape shader is quite complex, that might be one of the cause, right ? because when I removed my ocean shader which was complex as well, I was able to get ~8 fps from ~5.
So what was you FPS like before this drop happened?
What about your landscape poly density, did you adjust its LoD settings? Also is there any dynamic lighting?
@ZacD: that does increase the fps, but wont look good.. Currently I removed all the connection to normal Map. Helped abit. mAlkAv!An: landscape poly density ? I dont know its default I guess If I remember I think I used 107X107 landscape and imported the heightmap. LoD settings/Dynamic Lighting , No idea but I did play with the setting and checked if check/un-check would help.
But is there a way, I can increase or decrease the resolution/density of the landscape ?
@cmtanko, I was asking you to try that to see how much of performance gain you get, their still might be another issue causing your FPS to tank, if you get 100+ fps with the terrain without the shader, but 10 fps with the terrain and the shader, you know the major issue is the shader.
As you see, the wooden bridge seem to have some lighting error when camera is moved at certain distance.. I dont have any LODs, so, what might be the problem or its solutions. Any idea ? http://www.youtube.com/watch?v=6XjpeXMsCVQ&feature=youtu.be
Are you using baked lighting?It looks like its because UDK automatically replaces your lightmap to a lower res version after distance. So using bigger lightmap res would help, or using lod would help too.Because then you can set the replacement distance and you can put it further.
I had already baked the map in Production quality.. It dint use to change the lightmap rez like that previously. Maybe I tweaked some parameter in the option which I have no clue where.
Any idea what can be done, except using LODs for now ?
Im not sure about this because I never tried but MAYBE you can disable the mipmapping for the lightmaps. But if you would be able to do this, then it can go expensive easily. So I still recommend a lod because then you can set the replacing distance. Why dont you want to make lods? Its a really common thing.
are you sure you don't have general system slowdowns, related to drivers update (installing new game maybe), UDK update, or hardware changes? does UDK performs well on test maps for you?
also, i guess you should have noticed the slowdown immediately after adding/changing thing X or Y, even in editor's viewports.
The map is all done, just wanted to take the final snap.. From far, it looks bad as you saw...
nothing much with LODs, but those wood mesh are already a box model, so, dont think can reduce the polycount or do anything unless there is 1 button click for that.
I hate why its coming all of a sudden now
You dont really need to reduce the polycount.If this problem is coming from the mipmapping(that UDK automatically do with lightmaps), then if you use the same mesh for lod1 and set the replacing distance to where you want, the mipmap changing for the lightmap will be set to the lod replacing distance.I think... So if you place the lod changing enough far then you can hide this problem, because it wont be visible from that far.
Sort of: in the bottom of the UI there's the type-in-transform boxes: "Drawscale3d" is the first, then X, Y, and Z independently. If you use those on meshes it scales them, but if you use the first box (drawscale3d) on sprite based things: pylons, triggers, lights, it only scales the ICON. It's handy to make important things like the master fog or sun icons bigger in large maps
Hey guys, im new to the site and was wondering something about cameras in UDK. I want to have a 3rd person view of the player as he walks around, but when he enters certain areas it shifts to another view. I want to know if there is a way to get the camera to pan to the next position instead of just cutting to it
I'm having an issue with importing FBX, but ONLY from meshes that originate from retopo in 3D Coat. I have all the correct FBX export settings, as I also have no issues with geo I create in Maya. If anyone has a clue about this, I'd really appreciate hearing about it. I've unlocked the normals, set the normals to face, smoothed the normals, checked my normals directions. Everything about the mesh looks totally correct, except for when I import to UDK, I get this:
-In cryengine you can just press ctrl+g and that put's you in the game, just like udk 'play from here', now I am wondering, is it possible in udk to bind that to a key?
-Sometimes (and this happens a lot) when I try to vertexpaint it just moves my camera and I am unable to do any vertex painting untill I close/restart the editor (and after like 5 mins it just happens again).
Anyone know what is causing this?
edit: just tried it, that hotkey just puts me at the player spawn and doesn't put me in the game where my camera is like using right-click->play from here.
and yes I am holding control, and a mesh selected (it gives me the dots over vertices as usual).
For example, I vertex paint as usual, close it, do some material tweaks, reopen vertex paint, click on the mesh, good to go, and then it happens again (latest udk build).
Anyone know If you can remove the 'lighting needs to be rebuilt' message In UDK?
I have a scene set up where a lighting rebuild Isn't wanted, so I can't just rebuild the lighting.
Hi everyone. Does anyone know if it's possible to have 2 separate tints on a diffuse?
You should be more specific, but it is possible.
There are two alternatives (that I know of):
1. Gradient Mapping
2. UV-based tinting
For gradient mapping you just lerp between the values on a gradient texture (just a generec photoshop gradient) with a tinting mask (custom for each texture) and multiply it with the diffuse. I've never used it but it should work like this.
UV-based tinting is kind of hard to explain so here's a picture instead:
The constant 0.25 comes from 1/n where n is the number of colors you want. For this you need to move the UV-islands 1 step upwards for every new color you want.
There might be a better/more optimized method to do this but this is how I did it.
I am a bit confused about level specific content and packages. It appears I saved the package as the same name of my level, there-for it's level specific content?
How do I then save the content as a .upk package separate from the level?
I am a bit confused about level specific content and packages. It appears I saved the package as the same name of my level, there-for it's level specific content?
How do I then save the content as a .upk package separate from the level?
When you import/make new stuff in the content browser, it asks you for the file name. In the same window, the first line is for the package name. You can just put in something like "mymap_meshes" in there. If the package already exists, the stuff you're importing/making will be placed there, if it doesn't, the package will be created and the things will be placed in there.
Replies
There's the option called Use Two Sided Lighting but it has no effect whatsoever. Empirically it is difficult to even understand what it does.
I had been working on this map.
But recently, things started getting too slow... I get like 4-5 fps and its hard to work in that fps.
For improving that, what I did was changed around different 30 textures from 1024X1024 into 256X256, I was amazed to see No difference in the fps. NOT EVEN 6 fps with that ?
What else can I do to improve and optimized except for making LODs ? Maybe some settings and all ?
It could be a lot of things, I can't say what it is from a picture. I have a tutorial on basic profiling you may want to give a shot: http://www.hourences.com/tutorials-ue3-performance-profiling-introduction/
Tonight, I'll try offing the physics and see.
Found the solution on Epic's forum. Had to increase DL's Trace Distance to a very big number.
I did gain few fps after hiding the ocean mesh and some part of the landscape while working... got ~10 fps
What about your landscape poly density, did you adjust its LoD settings? Also is there any dynamic lighting?
mAlkAv!An: landscape poly density ? I dont know its default I guess If I remember I think I used 107X107 landscape and imported the heightmap. LoD settings/Dynamic Lighting , No idea but I did play with the setting and checked if check/un-check would help.
But is there a way, I can increase or decrease the resolution/density of the landscape ?
There are no dates announced currently.
http://www.youtube.com/watch?v=6XjpeXMsCVQ&feature=youtu.be
Any idea what can be done, except using LODs for now ?
also, i guess you should have noticed the slowdown immediately after adding/changing thing X or Y, even in editor's viewports.
nothing much with LODs, but those wood mesh are already a box model, so, dont think can reduce the polycount or do anything unless there is 1 button click for that.
I hate why its coming all of a sudden now
Double click the object to bring up it's properties then go to Display -> Draw Scale and lower the draw scale which will lower the icon size.
Fixed, Thx!
Is there a shortcut for this option?
Thank you in advance!
-In cryengine you can just press ctrl+g and that put's you in the game, just like udk 'play from here', now I am wondering, is it possible in udk to bind that to a key?
-Sometimes (and this happens a lot) when I try to vertexpaint it just moves my camera and I am unable to do any vertex painting untill I close/restart the editor (and after like 5 mins it just happens again).
Anyone know what is causing this?
- did you hold CTRL(CTRL+Shift) for painting(erasing)? You also need to have a mesh selected.
edit: just tried it, that hotkey just puts me at the player spawn and doesn't put me in the game where my camera is like using right-click->play from here.
and yes I am holding control, and a mesh selected (it gives me the dots over vertices as usual).
For example, I vertex paint as usual, close it, do some material tweaks, reopen vertex paint, click on the mesh, good to go, and then it happens again (latest udk build).
Altough I feel kind of silly for not managing to find that out
http://forums.epicgames.com/threads/913233-Foliage-Mode-problem
I'm crashing every time I launch Foliage Mode in a map that has foliage.
I have a scene set up where a lighting rebuild Isn't wanted, so I can't just rebuild the lighting.
Click on Foliage Mode symbol to close it, not the close button.
You could also use "DISABLEALLSCREENMESSAGES" from the console, which can also be triggered via kismet "console command" node
http://udn.epicgames.com/Three/ConsoleCommands.html
also if this already been asked could you link it please?been searching for it but failed miserably
There are two alternatives (that I know of):
1. Gradient Mapping
2. UV-based tinting
For gradient mapping you just lerp between the values on a gradient texture (just a generec photoshop gradient) with a tinting mask (custom for each texture) and multiply it with the diffuse. I've never used it but it should work like this.
UV-based tinting is kind of hard to explain so here's a picture instead:
The constant 0.25 comes from 1/n where n is the number of colors you want. For this you need to move the UV-islands 1 step upwards for every new color you want.
There might be a better/more optimized method to do this but this is how I did it.
I am a bit confused about level specific content and packages. It appears I saved the package as the same name of my level, there-for it's level specific content?
How do I then save the content as a .upk package separate from the level?
When you import/make new stuff in the content browser, it asks you for the file name. In the same window, the first line is for the package name. You can just put in something like "mymap_meshes" in there. If the package already exists, the stuff you're importing/making will be placed there, if it doesn't, the package will be created and the things will be placed in there.
Thanks for the assistance.