UE4 Performance and Profiling
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It's not shown in the video, but there is an option in the Poly Reduce node to keep Quads and it does a marvelous job keeping intact the original shape decreasing geometry in the areas whereis not needed. Unfortunately the Poly Reduce node only keeps quads if the input mesh is already quad based. In order to get quads from non quad geometries you need to try the Voxel node.

can 80.lv stop posting this kind of low-quality 'showcase' articles? If I wanna find showcase/reel, I can find them easily on Viemo, cgsociety. Everyone know houdini can be used to do destruction, simulation, etc. there is no need to show another destruction unless posting a helpful 'tutorial'. However, this is not.

Can it produce quads, too?

UE4 Performance and Profiling
17 October, 2017
News

Have you already checked out a recording of a talk on Paragon character texturing pipeline? We’re not done with Unreal Dev Day in Montreal yet. There are still some videos for you to watch. We remind you that Epic Games has recently decided to show some productive sessions from the event to the entire Unreal development community and uploaded the presentations to the YouTube channel for public viewing.

The next one is dedicated to performance and profiling:

This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance problems as well as some guidelines on how to address these concerns once located.​

You can find other sessions here

Source: Epic Games

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