Ue4 renderviewfamily. My new Unreal Engine for.


  1. Ue4 renderviewfamily. The small screen on the right of the interface shows what the camera sees and Jul 31, 2025 · Topics tagged forward-renderingnext page →Topics tagged forward-rendering Unreal’s Rendering Passes 20 minute read Figure: Ambient occlusion – the result of the PreLighting pass In this chapter you’ll learn about: What is a rendering pass Over 20 kinds of passes in Unreal – lighting, the base pass or the mysterious HZB What affects their cost (as seen in the GPU Visualizer) How to optimize each rendering pass Video If you prefer a video version of this Mar 19, 2025 · Topics tagged orthographicRendering question , unreal-engine , zoom , orthographic 6 1805 February 4, 2024 Exporting Orthoprojections Feedback & Requests export , orthographic , exporting , realityscan 1 209 February 1, 2024 カメラの平行投影について (UE4. But the vertex shader needs to run in order to determine what actually is in front or behind. They look nice but can eat fps. Jul 9, 2023 · 通用的流程入口: FDeferredShadingSceneRenderer::Render 这个函数是渲染的主入口,而UE里的渲染并不是像弄出的toy一样的项目的东西,它是有一套非常严谨且合理的设计的。比如渲染这个方面,这个函数的注释是渲染… Apr 20, 2021 · This is the start of my personal documentation using Unreal UE4 for VR Game Development for Oculus Quest. Miguel Albo recommends using a film camera. Welcome to the Unreal Engine Issue and Bug Tracker. */ virtual void Draw(const FSceneView* View, FPrimitiveDrawInterface* PDI) { UMaterial* AxisMaterialBase = GEngine->ArrowMaterial A Font is an asset that can be used with Text Actors and UMG widgets to add visual styling to customized user interfaces. May 16, 2019 · RenderViewFamily = Render Thread InitViews = Culling, dependent on how many objects (not just visible) in the scene Inspect CPU: - stat dumpcpu - stat ServerCPU - stat CPUStalls Perf By Tick Functions/Tasks/"Job System": - stat TaskGraphTasks - stat Tickables - stat TickGroups Animation: - stat Anim - stat MorphTarget - stat MovieSceneEval Feb 2, 2017 · This is under Render Thread, FDrawscenecommand, RenderViewFamily, InitViews, View Visibility, Occlusion Cull, Fetch Visibility for primitives, and there it is “RenderQuery Result” and it’s costing me 8ms. What is it, and how do I go about optimizing the problem? My scene is fairly simple and consists of a small landscape with a material and grass as Foliage, I assume it has something to 以 UE4. f - so it should be a neutral yellow colour by default. 5f 0. Are these Nov 12, 2023 · 文章浏览阅读6. What does that mean?that draw calls are too high? A set of views into a scene which only have different view transforms and owner actors. See latest bug fixes too. Mar 28, 2021 · UE4. Try this out, it is really good! Optimization and development best practices for real-time rendering. My scene is running at about 75fps with about 17ms, so this is playing a large role is the high response time. In order to fade the render target Jan 27, 2022 · The Unreal Directive is a passion project that aims to provide quality and reliable resources for Unreal Engine developers of all skill levels, free from misleading practices or shortcuts that could result in tech debt. ). Note: this is 1280x720 window. Developing for VR, I seem to get 1-2 frame hitches every once in a while in seemingly random directions so I’m having a hard time finding the culprit. All UE4 console commands and variables To know more about which commands are available and which variables you can set through the console you can use the list of all Unreal Engine 4. Cine Capture Component is required to be 什么是RDG 渲染依赖性图表(Rendering Dependency Graph) 也被称为RDG或渲染图表,是一个基于图表的调度系统,用于执行渲染管线的整帧优化。它利用DirectX 12这样的现代API,使用自动异步计算调度以及更高效的内存管理和屏障管理来提高性能。 RDG的概念如下:在GPU上并非立即执行通道,而是延迟到整个帧 Apr 25, 2024 · Screenshot from UE4 where an environment scene is seen in its early stages. 2k次,点赞3次,收藏5次。本文详细解析了UE4中游戏模式和编辑器模式下每一帧的投影矩阵和视图矩阵处理流程,包括视图计算、投影数据获取及自定义透视投影矩阵的方法。 Jan 1, 2009 · Stat SceneRendering RenderViewFamily - GatherRayTracingWorldInstances - InitViewa - DynamicShadow - RenderQuery Resoult - Stat SceneUpdate UpdatePrimitive - Stat SceneMemory PrimitiveMemory - SceneMemory - Rendering Mem stack memory - Rendering geometry Vert count veets on Smooth edges, no uvs = 100% vertex hard edges - make new vert count uv 进入static void RenderViewFamily_RenderThread (FRHICommandListImmediate& RHICmdList, FSceneRenderer* SceneRenderer)方法,查看其实现,可以看到其实际是调用了SceneRender的Render方法。 Dec 5, 2020 · I would like to render with any camera at any given time for a Portal clone project. 5f, 0. ScenePrivate. I’m planning on using this to create world-space normal impulses that fade away over time (R and G channels will be X and Y offsets in world-space respectively). Edit: Occlusion Cull is almost equal to the whole RenderFamily when enabling it in the Render targets are used quite extensively throughout Unreal Engine 4 (UE4) for a wide variety of different tasks. The rendering thread calls Render (), and deletes the scene renderer when it returns. Ran through the “DLSS_Super_Resolution_Quick_Start_Guide” pdf and checked all my CVars - no issues. Writing materials in Unreal Nov 9, 2024 · RenderViewFamily RenderThread () (0x00007ff60f37e13f) + 0 bytes [f:\build\lostisland\engine\source\runtime\renderer\private\scenerendering. We were using UE 4. 7k次,点赞6次,收藏38次。统计数据命令描述统计数据命令描述 概述 执行命令 在编辑器统计查看统计数据 统计数据类型 Cycle Counter Stat(循环计数器统计数据) Memory Counter Stat (内存计数器统计数据) Accumulator Stat (累加器统计数据) Counter Stat (计数器统计数据) Standalone S_怎样统计 ue4 Feb 11, 2023 · What is the best way to setup a game with multiple camera views on a single display, for a single player? Talking about “in-game” mode here, not in Editor. You can check the status of an issue and search for existing bugs. cpp:1164] ShooterGame. On 1920x1080 fullscreen, the Draw and GPU are near identical at all times. class unreal. Oct 15, 2015 · An In-Depth Look at Real-Time Rendering - Unreal Engine This course provides an in-depth look at how UE4 renders out a single frame. We have disabled almost all tick events except those needed for bare Due to the demanding rendering requirements XR requires a number of performance optimizations and new rendering modes that are specific to XR have been introduced to Unreal Engine (UE). I can’t find too much about this, and when I looked at Unreals recent Inside Unreal episode about **Performance Optimization (Performance Optimization for Environments | Inside Unreal - YouTube) **I diddn’t even May 16, 2019 · VertexFactory: How UE4 generates vertex data from CPU to GPU Only VFs that don't require View are cached (eg: FLocalVertexFactory) High level Frame with Caching FPrimitiveSceneInfo::AddToScene If Static, cache FMeshBatch’s on FPrimitiveSceneInfo Also generate FMeshDrawCommands and store on the scene FScene::SetSkyLight Feb 23, 2017 · The video below should show this problem easily enough. It showcases a Japanese shrine in the style of Izumo-taisha (Izumo Grand Shrine). The only “final color” that I see is “final color (LDR) in RGB”, but it doesn’t capture anything, so what’s the solution please? As i Jun 3, 2015 · Developer Relations Technical Artist Zak Parrish shows off how to make the most of your GPU for rendering and how to locate what is hurting performance. I compared my Plugin / Project / Editor settings to DLSS Sample project - no differences. hclass FRendererModule : public IRendererModule { // 开始渲染视图族 virtual void BeginRenderingViewFamily(FCanvas* Canvas,FSceneViewFamily* ViewFamily) override; }2. Sep 30, 2020 · You can now create huge renders in Unreal Engine using a tool called "Movie Render Queue". Feb 16, 2015 · Does anyone know where to find CPU render thread optimization tools? I’ve used stat dumpframe -ms=. CineCaptureComponent2D(outer: Object | None = None, name: Name | str = 'None') ¶ Bases: SceneCaptureComponent2D Cine Capture Component extends Scene Capture to allow users to render Cine Camera Component into a render target. Thanks in advance. This page provides guidelines and best practices for how to identify and optimize performance while getting the best possible fidelity from real-time rendering features. Set up a camera First set up your camera to capture the scene. Join our community of developers and get started today. The map in question is a simple playtrack with just one character and one vehicle. In this page, you'll learn: RenderViewFamily is just the combination of all render tasks. type == "tags UE4 Rendering SourceCode 开始阅读UE4 渲染相关的引擎源码。 虚幻5渲染编程专栏概述及目录132 赞同 · 14 评论文章过农历新年的时候。自己有用DX12写过一段时间渲染器,对游戏引擎有了更深入的理解。最近一段时间在项目里发现很多需求都需要我们有很强的对引擎的理解才能完成… Dec 10, 2015 · This function is called right before rendering at RenderViewFamily_RenderThread->PreRenderViewFamily_RenderThread ()->GetCurrentPose (), which is UE4 standard and is right before rendering as is recommended by SteamVR. In the following document we will take a look at these features and how to use them in your UE XR projects. You can change them back to cascade shadow maps (i think thats what was used before?) in the rendering section of project settings. Does anyone know how to analyze this problem further? I don't have any issues when running it in editor with a new editor window, get slightly higher values (7ms) in standalone mode and these numbers in a packaged windows build. This includes ticking Actors, ticking components, performing garbage collection, etc. Deferred Shading All lights are applied deferred in Unreal Engine 4, as opposed to the forward lighting path used in Unreal Engine 3. Here's how to create better renders. Font Assets Fonts in Unreal Engine are categorized as a Font asset and use two caching methods, Runtime which is in the form of a Composite Font or Offline which is the older pre-computed Font Atlas method. It works by adding a new level sequence and adjusting the output: Select the output to play to render to one frame by using the "custom by playback range" function Override the default anti-aliasing settings which gives that low-quality "step" effect to your image - and increase the temporal sample count In this tutorial, I'll show you how to apply the camera cuts track in your sequencer so that you are able to render in Unreal Engine. Oct 10, 2019 · So I recently began doing clean up and optimization in scenes. For Unreal Engine 5 commands, please use the list of all Unreal Engine 5. Jan 27, 2016 · Custom GameViewportClient: Render off-screen Development Rendering question, Rendering, unreal-engine, UE4, CPP anonymous_user_69b87708 (anonymous_user_69b87708) January 27, 2016, 10:56pm 1 A geek blog. This post demonstrates adding a custom postprocessing pass using global shaders to an Unreal project without requiring any modification to engine source code. With a static NavMesh setting, the Draw thread runs at constant 4. Also disabling Lumen global illumination and lumen reflections also helps a bunch, but it seems like you already figured that out. 这个可以从 stat SceneRendering. From storing the various buffers that are needed for a deferred renderer to helping display various complex effects like the ripples that happen when you throw an object into a pool of water, render targets can be leveraged to The Render Dependency Graph abstracts render operations into a concise form for generating render code. Frequently, we receive requests for guidance on how to introduce new rendering passes into the engine, and in particular how to achieve … Dec 28, 2021 · Leveraging scene view extensions and modules to add custom global shader passes the “right” way. Set it up to rotate easily, giving you a better view of the scene. You can see PC, Android, IOS and other device render vie Feb 17, 2022 · SViewport(UI), FViewport(RenderTarget), FViewportClient(Logic) GameThread RenderingThread --Graphics API-&gt; GPU Engine Renderer, RHI,RenderCore, RHI Jun 7, 2024 · [update] - the crashes happened while testing under a project I recently completed (Canyon River scene). I wouldn't worry about it unless you have done profiling that proves your vertex count is a bottleneck. 1 commands. RendererModule. It is initialized in the game thread by FSceneViewFamily::BeginRender, and then passed to the rendering thread. Any suggestions? MachineId:AD992A4F4F0BAF93002E6DA597FF189E EpicAccountId:60845f6704d14e0fa403e1e94b9d8f29 Access violation - code c000000… Jun 28, 2023 · Discusses solutions for game and system crashes when playing Unreal Engine games, including error codes and troubleshooting tips. The game runs fine in VR: between 90-100 FPS, so I am more just curious what this is and why it takes so much rendering time. 1K subscribers Subscribed Nov 7, 2016 · Hi. For example, the game window is split in four quadrants with a different camera angle (and offset) used for each quadrant, all looking at the same map (ex: FPS view, 3rd person view, top view, etc. A projection from scene space into a 2D screen region. h… GPU and Rendering Pipelines 9 minute read In this chapter you’ll learn about: How to become best buddies with the graphics card Why you won’t (likely) become best buddies with the graphics driver How to overcome the inevitable bottlenecks What are the draw calls and how to minimize their number Video If you prefer a video version of this lesson, you can watch it on YouTube. The contents of this post were implemented in Unreal 4. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets Apr 17, 2017 · UE4 Graphics Profiling: Measuring Performance Tech Art Aid 28. I am trying to collect as much valuable and practical content as possible. scenerendering”, the primary GPU consumer is the RenderViewFamily, and I have no clue what that means or how I can optimize it. I read on old posts that the trick is to change “capture source” to " final color (LDR with post process)" but I can’t find this option in the drop list. So, I decided to create a new project - added some meshes from the starter content - It rendered //layout: index //type: tag &gt;_INDEX {% include _partials/page-header. FPS dropped from 60 to 47. Nov 16, 2016 · Just upgraded to 4. RenderThread - The RenderThread handles performing lighting calculations, shadowing calculations, translucenecy setup, updating scene captures, occlusion, etc. Essentially, I create a render target with the default clear colour of 0. It seems DynamicShadowSetup is taking too long. 26) 日本語 (Japanese) question , unreal-engine , orthographic 1 796 January 18, 2024 SKy Atmosphere not appearing in Jun 11, 2019 · 文章浏览阅读7. 8\engine\source\runtime\renderer\private\scenerendering. My new Unreal Engine for This page covers the Font and Font Face asset types that can be used with the Font Editor. Frequently, we receive requests for guidance on how to introduce new rendering passes into the engine, and in particular how to achieve … Jun 23, 2014 · Here are a few helpful links to documentaion, videos, and tutorials to help you get started with rendering in Unreal Engine 4. Jul 8, 2022 · Using SceneViewExtension to Extend the Rendering System Article written by Jon C. exelTGraphTask<FRendererModule: BeginRenderingViewFamily: 26 EURCMacro FDrawSceneCommand>::ExecuteTask () (0x00007f60f395c22) + 12 bytes Jul 8, 2022 · Using SceneViewExtension to Extend the Rendering System Article written by Jon C. Implementing LODs was part of this. RenderViewFamily (FCanvas , class FSceneViewFamily , class FSceneView *) Description Renders the thumbnail's view family. Sep 19, 2021 · Possibly the biggest impact Epic has had on the film and game world is the power of Unreal Engine rendering. Contribute to liangz0707/whoimi development by creating an account on GitHub. 27 and Unreal 5. Only one single player controling UE4的渲染模块是一个独立的模块,这篇文章从该模块的设计理念和思路进行剖析。 通常渲染模块由如下几个部分组成: 场景的描述 场景遍历和拣选 渲染的执行 场景的描述 UE4场景 The rendering system in Unreal Engine uses DirectX 11 and DirectX 12 pipelines that include deferred shading, global illumination, lit translucency, and post processing, as well as GPU particle simulation utilizing vector fields. class FGameGizmoViewDrawer : public FViewElementDrawer { public: /** * Draws debug info using the given draw interface. A how-to guide for configuring the Unreal Engine Movie Render Queue feature to get high-quality cinematics—particularly when using ray tracing. Do you have a lot of dynamic lights? Maybe try baking or making them static. If someone could point me in a directin that’d be great. For example, I have a scene with a door that opens. Variable Rate Shading and Fixed Foveated Rendering Variable Rate Shading (VRS) is a feature supported UE4基础源码Pipeline部分 这部分主要记录源代码中和Pipeline相关的部分。 FSceneRenderer Used as the scope for scene rendering functions. Everything was going fine until I got to a level with lots of foliage. The following pages will cover, in more detail, what Fonts are, and how to use them in Unreal Engine. We also tried with either character or vehicle as standalone and the issue persists. You can switch between the two methods by opening up a Font asset in the Font Editor (this Nov 22, 2018 · keywords: UE4, Occlusion Culling, 遮挡剔除, 场景优化, Scene Optimization, Distance Culling, View frustum, Precomputed Visibility, Dynamic Occlusion Rendering Out Cinematic Movies Shows you can render out your cinematic sequences to a saved movie file on your computer. cpp:1355] We would like to show you a description here but the site won’t allow us. It's one of these "my build has bad performance all of a sudden"-moments. Am I missing something here? I saw improvements in every other Hi everybody, Today I am gonna show you how you can see different render view inside unreal engine. 27 1. RenderViewFamily went from 6ms to 15ms. 11. 0. I don't need to render the entire How to Generate Static Renders in 5 Steps 1. There are multiple levels of height and lots of wooden structures blocked out in gray and green checkerboard materials. Apr 4, 2022 · In this video, we look at a high-level overview of the rendering pipeline in Unreal Engine 5, from exploring every stage of the render pipeline, including; how the engine decides what and how to render our scene. DOCUMENTATION: **Lighting** - [Lighting Mar 8, 2017 · Hello, Our prototype suddenly started experiencing CPU stalls every second, as shown in the screenshot. A geek blog. Model available for download in Autodesk FBX format. 得到 Base pass drawing Begin Feb 9, 2022 · The Unreal Directive is a passion project that aims to provide quality and reliable resources for Unreal Engine developers of all skill levels, free from misleading practices or shortcuts that could result in tech debt. This approach enhances code clarity and facilitates debuggability, enabling tools to interpret resource lifetimes and render pass dependencies effectively, thereby reducing development time. 2 when this started happening. Cine Capture has a few modifiable properties, but most of the properties are controlled by Cine Camera Component. Materials write out their Jan 27, 2018 · Hi, as the title says, my scene capture component render the scene without post process. Nov 10, 2020 · In my case, RenderViewFamily spikes seem to be related exclusively to my NavMesh settings. 麻雀虽小,五脏俱全,通过SlateViewer来窥探一下UE4的简单渲染流程。 打开UE4引擎的VS工程,将Program下的SlateViewer设置为启动项,编译运行,可以显示一个单独的程序,如下: 通过SlateViewer研究一下UE4的简单渲染器。 单线程渲染,看打SlateView代码进行分析。 初始化流程 初始化流程始于 Sep 14, 2016 · Hi-running through some of the GPU profiler stats and I am noticing in several parts of my scene that “ShadowDepths” are taking 6-7ms to calculate. The next generation of Graphics APIs such as DX12 and Vulkan manage resource states transitions Guide to adding custom mesh passes and understanding Unreal Engine's mesh drawing performance characteristics in Unreal Engine. 14, and have an issue I think is problem specific. This can start with improving content creation workflows, performing profiling captures to know where time is being spent to render each frame, and using built-in editor tools. html %} {% comment %} tagcloud page support {% endcomment %} {% if page. Aug 11, 2018 · When I use the console comand “stat. 5ms before, during and after the opening of the door. Additionally, you'll find some how-to guides, showing you how to import, create, and use fonts within UMG. 场景管理的 14 pass ¶ GameThread - The GameThread handles updating gameplay. When I added LODs my performance actually got worse. The scene is a courtyard with foliage. Feb 11, 2017 · Hey there!!! While stat SceneRendering, i get the following results (see attached screenshot). There's a USceneCaptureComponent2D but it renders the whole scene to a texture. Begin Play is a series of videos designed for experienced developers who are transitioning from other engines like Unity to Unreal Engine 5. Measuring Performance 12 minute read In this chapter you’ll learn about: The importance of using milliseconds in game development Converting ms to frames per second Basic tools for measuring performance Displaying statistics for each subsystem, like occlusion culling or particles Recording performance metrics and reading them with a profiler If you prefer a video version of this lesson, you Nov 20, 2024 · 文章浏览阅读928次,点赞21次,收藏19次。这个渲染流程展示了 UE4 中 Game 线程如何处理渲染任务。每个步骤都在为最终的图像渲染做准备,从计算视图属性到构造场景渲染器,再到将渲染命令排入渲染线程。理解这个流程有助于开发者优化游戏性能和实现复杂的渲染效果。这个渲染线程的流程展示了 Dec 12, 2017 · Introduction Unreal Engine 4’s rendering system is endlessly configurable and supports most of the latest generation rendering techniques across multiple platforms. 21及之前版本的网格绘制流程。 大致过程是渲染之时,渲染器会遍历场景的所有经过了可见性测试的PrimitiveSceneProxy对象,利用其接口收集不同的FMeshBatch,然后在不同的渲染Pass中遍历这些FMeshBatch,利用Pass对应的DrawingPolicy将其转成RHI的命令列表,最后才会生成 这篇文章真的超超棒!对于UE4\\UE5 控制台命令 下内容的 术语解释 为防止走丢,一并搬运过来。有点多,但很详尽。 链接:UDK Stat命令 - 可可西 - 博客园UDK Stat命令 - 走看看以下为搬运内容正文: Stat命令( chs… Whatever your vision, bring it to life with Unreal Engine: the world's most advanced real-time 3D creation tool. 有两个主要的继承类 Nov 1, 2015 · UE4Editor_Renderer!RenderViewFamily_RenderThread () [d:\buildfarm\buildmachine_++depot+ue4-releases+4. Cheers, Sean We would like to show you a description here but the site won’t allow us. Each video gives a high-level overview of Jun 18, 2018 · In this Unreal Engine 4 tutorial, you will learn how to paint various textures onto meshes using materials and render targets. You should concentrate on the others. 1 and gone through the logs but can’t find what exactly is make the Draw so high. 3, and assume that you have access to the Unreal github Oct 13, 2015 · I tried to Inherits UGameViewport and rewrite UGameViewport::Draw method and replace GameViewDrawer with my own custom one. 24不对引擎进行修改 为先提条件,假设现在有以下情景:现在有两个场景,一个白天一个黑夜,现在如何把它们拼到一起实现分屏渲染呢。 There are built in depth optimizations that will prevent the pixel shader from being ran on most of the pixels that are obscured. Notice how crisp the shadows are in UE5? Thats the new virtual shadow maps. From design visualizations and cinematic experiences to high-quality games across PC, console, mobile, VR, and AR, Unreal Engine gives you everything you need to start, ship, grow, and stand out from the crowd. Materials do include subsurface scattering and I have CSM on the directional light. There are multiple places you can start looking to improve performance by optimizing your project. 27 commands. Complete resources for learning to use Unreal Engine 4. Unreal Engine 5 plugin template for adding custom rendering pass to the engine with a SceneViewExtension - A57R4L/SceneViewExtensionTemplate Oct 25, 2017 · Scalability for All: Unreal Engine 4 with Intel gives a good overview on the UE4 render arch Nov 9, 2020 · Hello everyone! I’m doing some optimization for our game and I noticed when looking at the GPU stats that more than any other stat (over shadowdepths) we have VisibilityCommands. When I profile the CPU, I find that the hitches are because the render thread is creating a texture under: RenderThread::FDrawSceneCommand::RenderViewFamily::Translucency Review FPrimitiveSceneProxy: Render Thread View of UE4 Gamecode Component FMeshBatch: decouples FPrimitiveSceneProxy implementations from mesh passes Contains everything pass needs to know Agnostic of passes DrawingPolicy: Converts FMeshBatch to RHIDrawCommands RHICommandList: Platform independent render commands Jul 10, 2020 · Keywords: UE4, Deferred Shading Renderer, Multipass Mar 3, 2017 · 接下来用伪代码的方式来看一下渲染主干的流程,首先入口还是 RenderViewFamily_RenderThread () 这个函数,第一步进行 InitViews (),首先调用 Primitive Visibility Determination 进行剪裁,然后是透明物的排序,然后是灯光的可见性,然后就是不透明物体的排序。 Jan 2, 2018 · UE4渲染代码逻辑总结(下) 02 Jan 2018 shader UE4 Rendering 前面的内容都集中在C++端了,这边的内容会往Shader靠的更近一些。 由于感觉上很多东西要全部梳理明白会花费很多时间却又没有多大用处,所以这里的内容实际上进行了精简,因此比预定的短了很多。 Shader端 虚幻使用HLSL作为Shader的语言,引擎 . Learn how real-time rendering impacts performance, features, and workflows. Head to the search field on the left of the screen and find the best option for your project. I’m new to UE4, and get this bug report every time I start a new project. Mesh draw calls went from 1674 to 3534. “renderViewFamily” is much larguer than the others… what is it? I cant find a guide or information on these stats… Is there a link on this? What is call count, inclusiveAvg etc…? What should i look for here? Are these stats very bad? Thank you in advance! 渲染线程介绍在虚幻引擎 4(UE4)中,整个渲染器在其自身的线程中执行操作,该线程位于游戏线程的一两帧后。 [1] 渲染线程特定的数据结构为了避免线程的竞争状态(Race Condition),数据在不同线程中有单独的结构… Unreal docs say: "If Frame time is close to Draw time, the game's performance is likely being bottlenecked by the rendering thread". ss q6ett pxf v9b qahh aw34 umrj jha yh192 yuzfvac