How to organize your UE4 Marketplace List
Did you get lots of assets from UE4? Strugging to organize your marketplace list? There is a great chrome extension that makes your […]
Fog and Transparency
Point This article is about fog and transparency. Deferred rendering is not good at transparency. To compensate for it, Unreal Engine has specific material settings. Outline Fog Transparency › VolumetricPerVertex Directional › VolumetricPerVertex NonDirectional › Surface ForwardShading How to optimize? Fog There are two types of fog. Both fade out according to height and depth. […]
What are Draw calls
Point Draw calls tend to have bigger impact on performance than poly counts. It is important to understand what draw calls are when it comes to optimization. Outline What is a draw call? How many is too many? › PC & Consule games › Mobile & VR games How to check? › stat RHI › […]
Lighting and Shadow in Unreal Engine 4
Point Lighting is a big part of rendering. There are static lights and dynamic lights and they tend to be heavy and require a lot of computing. Outline Static Light › What is a lightmap? Dynamic Light Dynamic Light › Cascade Shadow Maps (CSM) › Distance Field Shadow (DF) › Inset Shadow (Per Object Shadow) […]