Coming to the last chapter of the "UE Model Optimization Tutorial" series, this section mainly compares the high-poly scenario with the scene optimized by Tianyuan Software from the following four aspects, and looks at the actual effect of the optimized scene model from 66 million triangles to 9.6 million surfaces and the frame rate exceeds 60 frames.
In lighting mode, a few representative models are selected for comparison
The first is the effect of the overall scene, and it seems that it is difficult to tell the difference between the two. However, we noticed that the pre-optimization scene had blur when the leaves were shaking, which was due to the low frame rate, not the motion blur effect (since we turned on the "motion blur" in the project settings were turned off). Compared with the optimized scene, this blur is not so obvious.
Comparing with other models, it is found that there is little difference before and after optimization. Therefore, from the surface effect, the optimized model is up to standard.
2. Comparison of model wiring.
Switch to wireframe mode to compare the model's wiring:
After comparison, it is seen that the wiring density of the model optimized by Tianyuan is greatly reduced and remains uniform. Some models may look like the wiring is still relatively dense, such as the vehicle model in **, because the model is optimized from more than 4.4 million faces to 820,000 faces. 820,000 triangles is already a very optimized effect, because we also have to balance the relationship between the number of faces and the effect, and we can't just blindly pursue the low number of faces. If the number of faces of this vehicle model is lowered, it may result in some missing detail with a separate material, which in turn will cause the shaders to be out of order.
3. Comparison of the number of faces in the scene.
We can't use the previous console command "stat engine" for this faces, because this operation can only get a total number of faces from the current viewport, and if any faces are blocked, it will be missed. What we need to get is the total number of faces of all models in the scene. The order of this is as follows: click on "Tools" in the menu bar - then select "Audit" - and then click on "Statistics", which will bring up a "Primitive Statistics" that will show some basic data for all the models in the scene.
In the first row, we find the data for "triangles" and "triangles", the former representing the number of faces of a single model, and the number of faces of the model, which represents the number of times the model has been used in the scene multiplied by its own number of faces, to get the total number of faces of the model in the scene. For example, a model of grass has 14,000 faces and is used 102 times in the scene, so the total number of faces in the scene is 102 times 14,000, which is 1.4 million faces.
Let's compare the overall data:
Before] The total number of faces in all models adds up to more than 18 million faces, and then the total number of faces in this scene is more than 66 million faces.
Optimized].The total number of polygons across all models is 3.25 million polygons, which is 15 million fewer polygons than the pre-optimization level of more than 18 million.
Then the total number of polygons in this scenario is 9.6 million polygons, which is 53 million polygons less than the more than 66 million polygons before optimization.
We as a wholeOptimized the number of triangle faces by more than 5 timesAnd the effect is also very good, which is a very optimized result.
In lighting mode, the FPS of the scene can only be around 25 frames, and about 1 frame is rendered every 30 or 40 milliseconds.
* In box mode, the whole project suddenly became very stuck, and the fps dropped to about 7 frames at once, which was very stuttering and not smooth. This proves that the number of faces in this scene is very, very large.
Optimized] in light modeThe FPS of the scene can be stable at more than 60 frames, and it is about 1 frame rendered every 16 milliseconds, which is more than 1 times faster than the high-poly scene.
Switch to wireframe modeThe FPS of the scene is still above 60 frames, and the actual operation is not stuck at all, which is very smooth. It shows that the number of faces in this scene is already very optimized.
Based on the above comparison results, it can be seen that the scenes optimized by Tianyuan software should be able to meet the requirements of most designers, so that large scenes can also run smoothly on general mobile terminals. Interested and needy users are welcome to log on to the official website of Tian Yuan for a free trial.