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Speeding up Unreal Editor launch by not spawning unused tooltips

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Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#41
post #5

Any time a library in your code goes from being used by a couple people to used by everyone, you have to periodically audit it from then on. A set of libraries on our code had hit 20% of response time through years of accretion. A couple months to cut that in half, no architectural or cache changes. Just about the largest and definitely the most cost effective initiative we completed on that team. Looking at flame ch…

Dare me to say costless leaky abstraction. Then I'll point to the thread next door using Chrome profilers to diagnose Chrome internals using Scratch. Then I'll finish saying that at least Unreal has that authentic '90s feel to it.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#42
post #23
post #19

Earlier quoted context omitted.

Yet it is the engine dominating the industry and beloved by artists of all kinds. To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD. I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 70…

Native resolution was never good enough though. That's why antialiasing is a thing, to fake a higher than native resolution

And now antialiasing is so good you can start from lower resolutions and still fake even higher quality

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#43
post #29

I 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…

> It's no wonder UE5 games have the reputation of being poorly optimized Care to exemplify? I find UE games to be not only the most optimized, but also capable of running everywhere. Take X-COM, which I can play on my 14 year old linux laptop with i915 excuse-for-a-gfx-card, whereas Unity stuff doesn't work here, and on my Windows gaming rig always makes everything red-hot without even approaching the quality and fid…

Thanks for the replies! Will note the UE5 specificity.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#44
post #13

This 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.

You can create a ref that stores whether isOpen has ever been true, and condition on that, letting you lazily initialize the Modal and its contents while preserving out transitions. I’m honestly surprised this isn’t recommended a lot more often!

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#45
post #24

From a purely technical perspective, UE is an absolute monster. It's not even remotely in the same league as Unity, Godot, etc. when it comes to iteration difficulty and tooling. I struggle with UE over others for any project that doesn't demand an HDRP equivalent and nanometric mesh resolution. Unity isn't exactly a walk in the park either but the iteration speed tends to be much higher if you aren't a AAA wizard wi…

And blueprints take forever to wire up in my experience compared to just writing the C++ directly.

Never worked in a larger game-dev team before, but I always saw the benefits of Blueprints to be mainly for the ones who don't know how to code. Setup the right abstractions and you can let the level designers add interactivity for example, rather than Blueprints mainly existing for speeding up the work of C++ devs.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#46
post #23

Earlier quoted context omitted.

Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD. I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 70…

You mean back in the day when 30 fps at 1024x768 was the norm? New monitors default to 60hz but folks looking to game are convinced by ads that the only reason they lost that last round was not because of the SBMM algorithm, but because the other player undoubtedly had a 240hz 4K monitor rendering the player coming around the corner a tick faster. Competitive gaming and Twitch are what pushed the current priorities,…

There is something to having a monitor display at a higher than 60fps frame rate especially if the game runs and can process inputs at that higher rate as well. This just decreases the response time that a player can attain as there is literally less time between seeing something on screen and then the game reacting to the player input.

For a bit of background modern games tend to do game procesing and rendering at the same time in parallel, but that means that the frame being processed by the rendering system is the previous frame, and then once rendering has been submitted to the "graphics card" it can take one or more more frames before it's actually visible on the monitor. So you end up with a lag of 3+ frames rather than only a single one like you had on old DOS games and such. So having a faster monitor and being able to render frames at that faster rate will give you some benefit.

In addition this is why using frame generation can actually hurt the gaming experience as instead of waiting 3+ frames to see your input reflected in what is on the screen you end up with something like 7+ frames because the fake in-between frames don't actually deal with any input.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#47
post #4

This 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.

I remember solving this problem before. These are both global components, so you create a single global instance and control them with a global context or function. You basically have a global part of the component and a local part. The global part is what actually gets rendered when necessary and manages current state, the local part defines what content will be rendered inside the global part for a particular trigg…

React devs re-discovering DOM manipulation... SMH.

This is, in general, the idea that is being solved by native interaction with the DOM. It stores the graphic, so it doesn't have to be re-instated every time. Gets hidden with "display:none" or something. When it needs to display something, just the content gets swapped and the object gets 'unhidden'.

Good luck.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#48
post #32
post #29

Earlier quoted context omitted.

> It's no wonder UE5 games have the reputation of being poorly optimized Care to exemplify? I find UE games to be not only the most optimized, but also capable of running everywhere. Take X-COM, which I can play on my 14 year old linux laptop with i915 excuse-for-a-gfx-card, whereas Unity stuff doesn't work here, and on my Windows gaming rig always makes everything red-hot without even approaching the quality and fid…

The reputation of being poorly optimized only applies to version 5, UE was rather respected before the wave of terribly performing UE 5 AAA games came out and tanked UE's reputation. It also has a terrible reputation because a bunch of the visual effects have a hard dependency on temporal anti-aliasing, which is a form of AA which typically results in a blurry-looking picture with ghosting as soon as anything is movi…

Funnily enough a lot of those "poor performing" UE games were actually UE4 still, not UE5.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#49

I 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…

It took that long because it had to compile shaders for the first time. After that it would open in seconds.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#50
post #24

From a purely technical perspective, UE is an absolute monster. It's not even remotely in the same league as Unity, Godot, etc. when it comes to iteration difficulty and tooling. I struggle with UE over others for any project that doesn't demand an HDRP equivalent and nanometric mesh resolution. Unity isn't exactly a walk in the park either but the iteration speed tends to be much higher if you aren't a AAA wizard wi…

I think UE is so good at graphics that there is no reason to use it for most of the developers. I don't understand why many indie developers chose to use it.
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