- Sep 28, 2020
- 189
- 1,164
1. Offering other non-intensive forms of AA can help. TXAA is one of the newest types of AA, so, it doesn't work as great on older hardware. Same idea with other forms of post-processing. You could have it set in compatibility settings, to change various intensive post processing methods to lower-cost ones, for low-end machines (my machine is technically low end at this point, even though in 2015, it was top of the line).
2. Okay.
3. Okay.
4. Okay.
5. Well, then:
-> Many games have gotten away with lower quality shadow maps, of 1k size. Original skyrim did that for most of its shadow maps, and people rarely noticed bad shadowing; except closeups on characters. For things that need more detail, 2k is usually sufficient, and 4k+ is overkill.
-> Try to avoid upscaling resolutions. Any game that has used upscaling to reach a higher resolution, usually has to render the same screen 4 times and then combine the image together. Like many initial games that said their game was 4k supported, was 960p x4 screens, merged together to get the 4k effect, which has a much higher performance cost than just having the 4k screen rendered from the beginning.
-> With fog resolution, can you have two volumes/layers of fog? So the leading edge of the fog could be a higher resolution, but the rest of the fog is lower resolution? OR... have a volume centered around the player and the base volume of fog, and only the volume around the player is higher resolution. If that makes any sense.
-> Can any of those objects that cast shadows be set to static shadows over dynamic shadows? UE4 as you probably know is super efficient with baked shadows, but it has issues with dynamic shadows and thus suggests limiting them as much as possible. Additionally, can any of those objects be set to not cast soft shadows, as soft shadows is quite expensive.
-> Additionally, Skyrim's settings file had quite a few settings for manually modifying shadows, and maybe some of that information might be useful to you, for fine-tuning your shadows costs.
-> Can you reduce the number of objects that cast shadows? ie instead of having 5 trees next to eachother casting individual shadows, replace with a very large tree casting 1 shadow. Or having grass placed intelligently under a tree's shadow so that the grass doesn't have to cast a shadow.
-> For the GPU things, can any of it be sent to regular RAM instead? Most users have more RAM than VRAM and their RAM is often better cooled than their GPU VRAM. Also does your method of virtual textures abuse the VRAM or uses RAM? I believe if memory serves, that ID TECH shoved the data into RAM, and then extracted specific things from there into VRAM on a need-to-use basis, and then unloaded it once it was no longer needed.
6. I can't comment on other users, but I often will manually degrade water quality, to get better quality elsewhere. If the water is murky, I try to make it clear and visible; I like to see where I am going. So you might be able to reduce water quality without users noticing. I certainly don't notice lower water quality, unless its a game where I'm underwater a lot... lot Subnautica.
Hope some of that helps.
1. not using taa is quite short sighted, temporal upscaling gives much better visuals to performance ratio
5.
- I obviously downscale shadow res depending on settings, but simply said you cant have nice shadows for free
- with upscaling I think you are missing the point. Upscaling is to gain a tons of performance, its like upscaling from 1080p to 1440p so good sharp visuals for good loweres performance
- object cant have static shadows with dynamic lighting, and baking stuff is out of the question
- I tweak like 5 variables to get best looking game for best performance, since people are clueless and would set it wrong and complain about it later. Its a bit restricting but better this way in general
- I cant set each tree to cast or not cast shadow individually because its instance based (each tree has same settings) and it would be too labour intensive
- sending data into regular ram is the problem I'm having, it instantly reduces fps almost by half
also I'm not a rendering engineer, changing those things take few experts in industry years to do, I'm left with what guys at epic make
6. I obviously try as much as possible to avoid water rendering so every water surface futher than few meters is blended into opaque material that is quite fast to render, I just didn't mention these things here as it would be too much text
as said all my answers are overly simplified and these things go into way way deeper detail and its often not intuitive at first glance