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Query Failed
robotjellyfish
Tuesday, December 18, 2018
Hey, ive been a fan of these demos for a long time. It would be cool to have a demo thats just full of bugs and glitches. Discovering them is the best thing about games.
Thanks
Duke
Monday, November 26, 2018
im just "artist" but somehow i dont like where UE4 is going compared to older generations...
i hope they at least improve performance for dynamic light environment and Realtime GI to match many years old CryEngine vastly superior realtime renderer...
Sajad
Sunday, September 2, 2018
Wow. That's great news Emil. Wish you bests.
K�y Vriend
Wednesday, August 15, 2018
Congratulations! Sounds like an awesome place to be
.
Gay Guy Gunner
Sunday, July 29, 2018
are u rewriting unreals renderer xd
Mikkel Gjoel
Friday, July 13, 2018
Nice article, thanks!
One comment
"But engineers on the team should also profile often enough to have a good idea in their head of the overall performance characteristics of their game or application as a whole"
- if it is at all possible to make this data accessible to all team-members, performance can become not only an engineering task, but a responsibility the entire team picks up.
We have daily performance-profile-graphs integrated into the game-editor, so everyone on the team, artists and game-designers included, can see what the current performance of a scene is, before they add <expensive-system> to it. More here: https://www.youtube.com/watch?v=mQ2KTRn4BMI&t=24m32s
matthew
Sunday, July 8, 2018
There's another off by one bug, in GetAvailableIDs: for each range, count is incremented by one less than the actual number of free IDs in that range. GetLargestContinuousRange, however, does the counting correctly.
RandomIX
Tuesday, July 3, 2018
Insightful article. Thanks alot.
@TiredToRead: Reads fine for me here.
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