Kinda annoying that the article doesn't really answer the core question, which is how much time was saved in the start up time. It does give a 0.05ms per tooltip figure, so I guess multiplied by 38000 gives ~2s saved, which is not too bad.
Speeding up Unreal Editor launch by not spawning unused tooltips
11–20 of 92 posts
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#12Don't have access to read the code, but I think ideally there should be only one instance created at startup, right?
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#13This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#14This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.
That breaks the out transition.
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#15This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.
That breaks the out transition.
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#16It took the whole afternoon
It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor..
State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even argue electron is a smoother experience tan Unreal Engine Editor
Insanity
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#17This is one scenario where IMGUI approaches have a small win, even if it's by accident - since GUI elements are constructed on demand in immediate mode, invisible/unused elements won't have tooltip setup run, and the tooltip setup code will probably only run for the control that's showing a tooltip. (Depending on your IMGUI API you might be setting tooltip text in advance as a constant on every visible control, but t…
It seems like those libraries do what IMGUI do, but more structured.
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#18Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#19I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…
To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.
Re: Speeding up Unreal Editor launch by not spawning unused tooltips
#20This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.