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Architectural Visualization in Unreal Engine 5

You're reading from  Architectural Visualization in Unreal Engine 5

Product type Book
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Pages 496 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Ludovico Palmeri Ludovico Palmeri
Profile icon Ludovico Palmeri

Table of Contents (24) Chapters

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project 3. Chapter 2: Preparing the Scene 4. Chapter 3: Importing the Scene 5. Chapter 4: Managing Your Assets 6. Part 2: Illuminating and Materializing the Scene
7. Chapter 5: Lighting in Unreal – the Essentials 8. Chapter 6: Lighting the Scene 9. Chapter 7: Exploring Materials 10. Chapter 8: Creating Architectural Materials 11. Chapter 9: Detailing the Scene with Decals 12. Part 3: Completing the Scene
13. Chapter 10: Making Interactive Elements Using Blueprints 14. Chapter 11: Communicating between Blueprints 15. Chapter 12: Optimizing the Scene 16. Part 4: Rendering the Scene
17. Chapter 13: Setting Up Cameras 18. Chapter 14: Post-Processing Images 19. Chapter 15: Discovering the Sequencer 20. Chapter 16: Rendering the Scene 21. Index 22. Other Books You May Enjoy Appendix:Substrate Materials

Improving frame rate performance

You will encounter issues when your frame rate becomes very low or, even worse, when you receive error messages like the one shown in the following screenshot:

Figure 12.8: One of the most hateful error messages you can get: out of memory!

Figure 12.8: One of the most hateful error messages you can get: out of memory!

Let’s examine the potential causes.

Draw calls

A draw call is a command that tells the GPU to draw a specific object. The more draw calls your application makes, the more work the CPU has to do to send the commands to the GPU, which can lead to lower frame rates.

The number of draw calls your application uses depends on the number of unique meshes in your scene, as well as the number of unique material IDs each mesh is using. For example, if you have a scene with 100 meshes, each using a different material ID, your application will make 100 draw calls. By reducing the number of draw calls in your application, you can improve its graphical performance. This can be done...

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