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The ULTIMATE UDK/UE3 speed tweak guide

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    The ULTIMATE UDK/UE3 speed tweak guide

    UDK config tweak settings! changing these or altering these using the methods below will increase speed
    as a trade off for reducing overall graphics quality(great for config tweakers or low end graphics cards)
    DISCLAIMER: I am not responsible for this guide messing you're system up, always make sure to backup
    you're data.However I explain these settings very thoroughly. So don't modify udk or you're operating
    system unless you are a advanced user and know exactly what you are doing.These settings will also work
    for any game that utilizes the Unreal Engine!!

    UseVsync= (UDKsystemsettings.ini) set to false
    --reduces screen tearing, although when enabled it looks although the game is running slower.
    this is because the fps are capped---

    DynamicDecals= (UDKsystemsettings.ini) set to false
    ---example is when the link gun is shooting beams at the ground and it leaves a temporary
    burned in decal on the ground or wall,disabling this will definitely use less memory and
    less processing---

    DecalCullDistanceScale (UDKsystemsettings.ini) use half the number set
    --- the distance at when decals are culled or drawn to the screen, use numbers like 0.4 0.2 0.1
    reducing this setting will cause decals to be popped or drawn to the screen at a closer distance and
    will use less processing---

    DynamicLights= (UDKsystemsettings.ini) set to false
    ---dynamic lights are exactly what it states, this is a very very expensive technique to use
    in UDK and if you need more processing power and memory from the unreal engine it is
    recommended to set this to false---

    DynamicShadows= (UDKsystemsettings.ini) set to false
    ---dynamic shadows are exactly what it states, except they can move when you have a moving
    dynamic light, this causes a huge performance drop on mid range cards and even some high range
    cards. disabling this will definitely use less memory and less processing---

    MaxShadowResolution= (UDKsystemsettings.ini)use half of the number set
    --- overall shadow resolution. increasing this causes sharper shadows decreasing this causes
    more blurry jagged edge shadows. reducing the number in half or by 3 quarters increases speed
    and reduced processing---

    MaxWholeSceneDominantShadowResolution= (UDKsystemsettings.ini)use half of the number set
    --- overall shadow resolution. increasing this causes sharper shadows decreasing this causes
    more blurry jagged edge shadows. reducing the number in half or by 3 quarters increases speed
    and reduced processing---

    ShadowFadeResolution= (UDKsystemsettings.ini)use half of the number set
    --- overall shadow resolution when the shadows fade at a distance.increasing this causes
    sharper shadows when fading at a distance.decreasing this causesmore blurry jagged edge
    shadows. reducing the number in half or by 3 quarters increases speed and reduced processing---

    ShadowFadeExponent= (UDKsystemsettings.ini)set to false
    --distance at wich shadows vanish. increasing or decreasing values like .15 .25 .50
    makes the shadows fade closer or farther. reduce this setting to make shadows vanish at a closer
    distance and it will increase processing when the shadows fade closer also---

    bEnableBranchingPCFShadows= (UDKsystemsettings.ini)set to false
    ---uses a soft shadow technique to make shadows look more soft or smoothed. disabling this
    causes shadows to look more sharp but uses less processing when disabled---

    MotionBlur= (UDKsystemsettings.ini) set to false
    ---causes blurring in motion when a character is in motion on the whole screen.disabling
    this uses less memory and less processing---

    Distortion= (UDKsystemsettings.ini) set to false
    --- a good example of this is a vortex with a moving transparent material,or some forms of
    water. this uses a bit of processing. disable this if you want more speed---

    FilteredDistortion= (UDKsystemsettings.ini) set to false
    -- pretty much the same as above, disable if you want more speed---

    DepthOfField= (UDKsystemsettings.ini) set to false
    ---depending on how a character percieces a object at close or far distance determines
    whether it is blurred out in the background.disabling this uses less memory and less
    processing---

    LensFlares= (UDKsystemsettings.ini) set to false
    --- when looking at a light or the sun from a certain angle causes the lens flare effect.
    although this hardly uses any processing you can still disable it for a bit more speed---

    bAllowD3D9MSAA= (UDKsystemsettings.ini) set to false
    --a form of anti aliasing for direct x 9.0 mode,reduces jagged edges on objects and smooths
    the edges out.disable if you want ALOT more speed---

    bAllowTemporalAA= (UDKsystemsettings.ini) set to false
    ---UDK'S own internal version of anti aliasing, reduces jagged edges on objects and smooths
    the edges out.disable if you want ALOT more speed---

    bAllowWholeSceneDominantShadows= (UDKsystemsettings.ini) set to false
    --- a good example is if a sun(movable dynamic light) is moving around and is causing shadows
    to change location depending on the time of day. disabling this uses less processing---

    AmbientOcclusion= (UDKsystemsettings.ini) set to false
    --- displays basic none dynamic shadows on objects that is a cheaper alternative to dynamic
    shadows. disabling this uses less memory and less processing---

    Bloom= (UDKsystemsettings.ini) set to false
    ---causes objects to have a washed out shine on them, disabling this uses less memory and
    processing---

    bAllowLightShafts= (UDKsystemsettings.ini)set to false
    ---allows dynamic lights(light shafts) to peer through objects like windows or inbetween
    objects causing a sun ray type of effect,disabling this uses slightly less memory and
    processing---

    MaxAnisotropy= (UDKsystemsettings.ini) 2,4,6,8,10,12,14,16 lower number for more speed
    ---controls how crisp and sharp the textures are from near to far, lowering causes blurring
    at closer distances but slightly increases speed---

    ResX=1024 ResY=768 (UDKsystemsettings.ini) or 800 by 600 for more speed
    ---controls screen resolution, smaller means faster and uses less graphics memory and
    processing---

    ApexGRBEnable=True (UDKsystemsettings.ini)if you got nvidia card
    ----Enables graphics processing unit accelerated rigid bodies if you have a nvidia
    graphics card----

    ApexGRBGPUMemSceneSize= (UDKsystemsettings.ini) double this number if you got nvidia card
    ----Increasing this number will allocate more graphics processing unit memory for graphics
    processing unit accellerated rigid bodies----

    ApexGRBGPUMemTempDataSize= (UDKsystemsettings.ini) double this number if you got nvidia card
    ----Increasing this number will allocate more graphics processing unit memory for graphics
    processing unit accellerated rigid bodies----

    bDisablePhysXHardwareSupport= (UDKengine.ini) set this to false if you got nvidia card
    ----This controls whether or not physx runs on cpu or nvidia gpu---

    ApexDestructionMaxChunkIslandCount= (UDKsystemsettings.ini) set to something like 150 to 2500 or less
    ----this controls how many apex chunks can be connected or debri chunks lay aroundbefore vanishing
    from the screen completely---

    bEnableParallelAPEXClothingFetch= (UDKsystemsettings.ini) enable or disable depending on...
    ---if you have a nvidia gpu this will accelerate multiple apex cloth objects in a scene by using exactly
    what it states "ParallelAPEXClothingFetch" I think this works with physx cpu mode also but would
    probably run faster on a Nvidia GPU---

    bLogGameplayEvents= (UDKGame.ini) set to false
    --- will not create gameplay event logs and consume hard drive/ssd space--

    bShouldLogStatsData= (UDKengine.ini) set to false
    --- will not create datastats logs and consume hard drive/ssd space--
    __________________________________________________ __________________________________________________ ___
    Safe folders to delete to reduce UDK's size if you just use udk scripting and world editing only.
    deleting these folders reduces fragmentation on mechanical hard drives and reduces reads and writes on
    solid state drives. You can delete these folders safely without UDK freaking out if you don't use these
    items.

    UDKGame\PCTOC_CHN.txt (if you don't read chinese)
    UDKGame\PCTOC_JPN.txt (if you don't read japanese)
    UDKGame\PCTOC_KOR.txt (if you don't read korean)
    UDKGame\Content\Vehicles\VH_Fury.upk (if you only use cicada,scorpion and manta for testing)
    UDKGame\Content\Vehicles\VH_Hoverboard.upk (if you only use cicada,scorpion and manta for testing)
    UDKGame\Content\Vehicles\VH_Nemesis.upk (if you only use cicada,scorpion and manta for testing)
    UDKGame\Content\Vehicles\VH_Paladin.upk
    UDKGame\Content\Vehicles\VH_Raptor.upk
    UDK-20xx-0x\Binaries\InstallData\dotnetfx35setup.exe (if you already have dotnet framework 3.5 installed)

    UDK-20xx-0x\Binaries\InstallData\dotNetFx40_Full_setup.exe
    (if you already have dotnet framework 4.0 installed)

    UDK-20xx-0x\Binaries\InstallData\Redist
    (if you don't want to use UDK's convenient redistributable data)

    UDK-20xx-0x\Binaries\InstallData\EULA.CHN.rtf (if you don't read chinese)
    UDK-20xx-0x\Binaries\InstallData\EULA.CZE.rtf (if you don't read czech)
    UDK-20xx-0x\Binaries\InstallData\EULA.DEU.rtf (if you don't read german)
    UDK-20xx-0x\Binaries\InstallData\EULA.ESN.rtf (if you don't read estonian?)
    UDK-20xx-0x\Binaries\InstallData\EULA.FRA.rtf (if you don't read french)
    UDK-20xx-0x\Binaries\InstallData\EULA.HIN.rtf (if you don't read hindu)
    UDK-20xx-0x\Binaries\InstallData\EULA.HUN.rtf (if you don't read hungarian?)
    UDK-20xx-0x\Binaries\InstallData\EULA.ITA.rtf (if you don't read italian)
    UDK-20xx-0x\Binaries\InstallData\EULA.JPN.rtf (if you don't read japanese)
    UDK-20xx-0x\Binaries\InstallData\EULA.KOR.rtf (if you don't read korean)
    UDK-20xx-0x\Binaries\InstallData\EULA.POL.rtf (if you don't read polish)
    UDK-20xx-0x\Binaries\InstallData\EULA.RUS.rtf (if you don't read russian)
    UDK-20xx-0x\Binaries\SpeedTreeModeler (if you won't use this speedtree modeler)
    UDK-20xx-0x\Binaries\FaceFXPlugins (if you won't use faceFX plugins)
    UDK-20xx-0x\Binaries\ActorX (if you won't use the legacy actorx plugin, use fbx instead!?)
    \UDKGame\Autosaves\Backup (delete all backup files if you manually backup data yourself)

    __________________________________________________ __________________________________________________ ___
    extra notes!

    to get more speed from you're operating system you can optionally do these tweaks!

    disable indexing (right click c:\ drive go to properties uncheck index this drive, apply to sub folders
    and c:\ and ignore, ignore all)

    run command prompt as administrator and use this command to enhance o/s speed and use 4+gb less data on
    drive. powercfg /hibernate off
    this command is especially great for solid state drives. it turns hibernate off, some pc's freak out
    when hibernate is enabled

    minimize startup items to allocate more RAM for UDK. use msconfig or windows start up manager or even
    a alternative startup manager to disable items you only manually run to save more RAM for UDK as UDK
    uses quite a bit of RAM!

    Defrag if you use a mechanical hard drive

    disable anti aliasing in you're ati or nvidia control panel and set for PERFORMANCE

    IF you have a solid state drive disable pagefile in:
    control panel,system and security,system,advanced system settings,PERFORMANCE>settings>advanced>
    virtual memory>change set for 400mb intial and maximum to reduce pagefile(virtual RAM) or just
    completely disable it using the "No paging file" option.

    that's about it! if you have anything to add that will optimize UDK for performance or increase
    response time or speed feel free to add a tweak!!!also if I got anything wrong you can point it out for sure.

    #2
    I feel like a lot of these tweaks aren't needed if you don't actually use those features. Just because dynamic lighting is on in the engine doesn't mean you need to disable the ability to use them. Just don't put dynamic lights in your game.

    Comment


      #3
      The very first item on your list is wrong. Vsync doesn't affect memory at all. When enabled the renderer will synchronise frame buffer presentation with monitor refresh. Disabling it can increase performance by not stalling the processing of the following frame. However, 'uses less processing' makes no sense because the CPU and GPU will actually be under more load, processing more frames per second.

      Comment


        #4
        Hey take it or leave it. I did this for people with low end cards and for people who want to debug everything before the final project is made. I personally think it's beneficial to save on resources while designing worlds this way. Also I did edit the vsync, I was under the assumption it hogged performance which I think capping fps is similiar to.....especially for people who want maximum speed and don't mind screen tearing while they are developing.Also about dynamic lights. Have you ever tried putting hundreds of dynamic lights in a scene hoping it would barely have any performance impact? I have. Same with PhysX since physx is 2.8 yet uses grb's it looks although it might run uber fast but the actual 2.8 sdk hinders the performance. The Idea here is a minimalistic tweak guide aimed for people who don't want to be capped by the engine while designing( not the final project). I would think I would get mad fps just by building a few dozen ai dudes, a few hundred lights and a nice scene.But since unreal script is 20 times slower than c++ and certain things have to be reduced it's nice to leave alot of things off.Yes?

        Comment


          #5
          If you are going to title your post as "The ULTIMATE" guide, don't get offended when someone finds something wrong.

          Your terminology is wrong for example. V-sync or capping FPS doesn't hog performance, it just limits it. If it was hogging performance, your GPU would be at 100% load all the time, in reality it'll just pace itself and will work only when its needed and won't have 100% load all the time.

          Sure, it'll increase FPS to disable vsync and capping and for those who don't mind screen tearing it is great. But if this is supposed to be a developer forum (hobbiest and professional alike), terminology and semantics should be more important than other forums.

          Comment


            #6
            This is amazing, thank you!

            Comment


              #7
              very usefull, thank you

              Comment


                #8
                Originally posted by DigitalDemolition View Post
                Hey take it or leave it. I did this for people with low end cards and for people who want to debug everything before the final project is made. I personally think it's beneficial to save on resources while designing worlds this way. Also I did edit the vsync, I was under the assumption it hogged performance which I think capping fps is similiar to.....especially for people who want maximum speed and don't mind screen tearing while they are developing.Also about dynamic lights. Have you ever tried putting hundreds of dynamic lights in a scene hoping it would barely have any performance impact? I have. Same with PhysX since physx is 2.8 yet uses grb's it looks although it might run uber fast but the actual 2.8 sdk hinders the performance. The Idea here is a minimalistic tweak guide aimed for people who don't want to be capped by the engine while designing( not the final project). I would think I would get mad fps just by building a few dozen ai dudes, a few hundred lights and a nice scene.But since unreal script is 20 times slower than c++ and certain things have to be reduced it's nice to leave alot of things off.Yes?
                No.

                I was hoping you were not going to just throw out bull**** on IRC, but posting statements about unrealscript being 20 times slower than c++ is about as ridiculous as you can be without clear benchmarks and scope being defined. If you are unable to take criticism, provide sources for your claims and you insist on using terms like "ultimate" in your title line you are bound to catch a lot of negative attention. Your suggestions above are well and good, but if i can find nearly identical information from far more reputable sources (http://www.ehow.com/how_6454232_twea...al-engine.html, http://www.packtpub.com/article/conf...tweaks_for_UDK, http://www.tweakguides.com/UT3_8.html) and don't have to deal with a "take it or leave it" type attitude...

                Maybe I'll go to another less aggressively marketed and better thought out route. =\

                Thanks for all of the hard work.

                Comment


                  #9
                  Thank you so much it saved my large map, was down to 28fps in one spot and now its 45fps, i just re enabled light shafts and depth of feild dof to get quality grafix back so now 43fps.

                  Comment


                    #10
                    (bookmarked)

                    Comment

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