Streaming Memory Used - 贴图动态载入所占用的总内存的大小。 Audio Memory Used - 音频系统所占用的总内存量。 Texture Memory Used - 所有贴图包括mip-maps所占用的总内存量。 Lightmap Memory (Texture) - 静态光照贴图所占用的总内存量。 Shadowmap Memory (Texture) - 静态阴影贴图所占用的总内存量。
你要是不改 ue就是 默认都是shared不知道他是出于什么考虑 还有metal fp32那件事。。。真是尴尬 目测要ue5才能改好 一半的alu呢 有些情况的低occupancy是不好的 可能因为资源被耗尽的一种 wait occupancy是对thread数量的统计 latency长的要switch thread来hide这种开销 所以在某些情况下 occupancy高意味着并行thr...
Used Streaming Pool(正在流送) Unstreamable Render Assets / NonStreaming Mips stat rhi:显示RHI相关的资源占用,比如Render Target、Texture等,这些数据可以和LLM估算的Vulkan相关数据互相印证 资产级 具体分析到资产级别的内存占用,我们可用的手段不多,目前最常使用的是UE自带的内存快照memreport。在游戏内打开控制台...
Logger: A system used to easily log info to file and via on-screen messages Save data management: A system used to easily save/load game data with support for multiple save slots Settings: A full settings system including both the UI and save/load logic Dialogue System: A full dialogue sy...
[GameActivity] --- memstats: LogPlayLevel: UAT: 10-23 08:40:17.879 4915 5273 D UE : memstat: Used memory: (updated): 170450 LogPlayLevel: UAT: 10-23 08:40:17.879 4915 5273 D UE : memstat: VmSize: 7107164 kB LogPlayLevel: UAT: 10-23 08:40:17.879 4915 5273 D UE : memstat:...
It can be used to view, edit, analyze, and process files of arbitrary size, including.uexpfiles Process Hacker- Written byWj32 A free and open-source tool that helps you monitor system resources, debug software & looking at memory string for processes currently running ...
1、调用全局方法RHIUpdateTexture2D; 2、调用全局方法RHIUnlockTexture2D; 以上两种方法,内部实现都是从上传堆上分配一个地址,先将数据保存到上传 堆,然后再传入到默认堆。 IImageWrapper相关的子类处理图片的Encode和Decode; FSlateRHIRenderer调用FSlateRHIResourceManager.LoadUsedTextures方法,加载所有编辑器纹理; ...
手动优化方法: 地址栏输入以下后回车即可打开你的对应文件夹 %LocalAppData%\FactoryGame\Saved\Config\Windows\ 找到Engine.ini 文件,复制到桌面备份一个,再按下面的修改, 如有使用MOD,需要对应备份的文件添加Mod增加的信息改造 配置文件例子(高-16-24G显存无MOD用户直接使用)更低看视频自行降低测试 ...
MCR_UsedStreamingPool, // amount of texture pool used for streaming. MCR_GPUDefragPool, // presized pool of memory that can be defragmented. MCR_PhysicalLLM, // total physical memory including CPU and GPU MCR_MAX }; // 使用的分配器. enum EMemoryAllocatorToUse { Ansi, // Default C al...
We need to add a Directional Light to the scene so that the ZED image is not black. The directional light will not illuminate the real scene, but it will be used to illuminate virtual objects. Add a Directional Light by going toLightsin the Modes tab and clicking and dragging a Direction...