Join Craig Barr for an in-depth discussion in this video Render visualizers, part of Unreal Essential Training (2016).
- When working with a project in Unreal Engine 4, it's important to monitor the overall performance of your project. Now, there are a couple of ways we can work with performance profiling, as well as visualizing what may be taxing overall on things like the GPU, and the overall performance of your game playback. Couple of things that we can work with, within the viewport in Unreal Engine 4 with our project, are render visualizers. And what these will allow you to do, is visualize how things are being processed within the viewport of the Unreal Engine 4 editor here.
And this will also translate to the game, so you can start to see how things are being taxed visually within your project game. So, what we can do is within the viewport, we can go up to the Show button here, and this is where it's going to show any of the common flags. As we've discussed before, some of these flags here that we can turn on and off, for rendering or displaying certain aspects, even down to static meshes, within the viewport. But we also have these more advanced areas here, where we can get down to things like Visualize.
And what will Visualize tab will do, is provide these render visualizer flags, and this is where we can come into things like the Bloom, for example. This is going to provide an in-viewport graph, showing you the overall effect live view of things like bloom, within the scene. So, for example, when we get into areas where we're getting all hitting a lot of bloom, we can see it peak on the actual visualizer within the viewport. And this is where we can start to just see that overall effect of that bloom, highlighting within the viewport there as well.
So, other ones that could be of help, to take a look at things like Depth of Field Layers. So if we turn this on. This is actually going to display, and give us some statistical feedback on this as well. And if we live in the viewport, and start to scroll, or scrub or tumble around in there, you'll see the view update in the visualizer, so that we can actually see a live preview as to how this visualizer is seeing the depth of field layers within the viewport, within the scene. Another useful one, sometimes there's things like the HDR.
So, how the eye adaptation is visualized, sensually or graphed here, via Tone Mapping. So, if we get into some of these brighter areas, so you can see the bright red on any of the lights that we have in the scene, and how that's affecting overall the adaptation with the Tone Mapping in your scene. So, this here, useful thing. It's just to see how those are affecting overall the actual viewport or the in-gameplay. And any of these that you going to, if you have something with a lot of motion blur, our scene does not here.
But this is where you could really getting visual feedback statistics on what specifically is happening in that space, in there as well. So, we'll turn that off there. So, these are areas where you should definitely explore, some of the visualizers, just to see how much impact, they're having on your scene. And this allows you to quickly filter out everything and get an in-viewport statistical feedback, as well as a visualizer to see how much impact specific functions or areas, for example, how much the bloom is affecting overall the performance in your scene or the feedback within the scene, as well as checking things like your depth of field, to see if you're getting the overall impact that you want.
In this scene, we're using lots of atmospherics with fog. So, we want to check that depth of field from our camera and that visualizer certainly helps with that feedback in taking a look at the overall performance of our game.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Assembling a scene
- Working with materials and lights
- Adding post-processing effects
- Defining bodies of water
- Adding atmospherics, foliage, and wind
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution