Added UI for changing minimum residency
Decoupled imposter data allocation from root page allocation
Removed convoluted logic around a page's dependencies including itself for legacy reasons
Made streaming of imposter data optional (r.Nanite.Streaming.Imposters)
#rb andrew.lauritzen, ola.olsson
#preflight 6163f8f8eaa06c0001e409ee
#lockdown michal.valient
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 17770690 via CL 17986013 via CL 18368123 via CL 18368152
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18368223 by jon nabozny in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
The scheme solves issues where meshes would no longer align properly after converting them to Nanite. It also solves the precision issues in clusters with triangles of non-uniform size.
By default the precision is heuristically selected by Nanite, but the user also has the ability to override with an explicit precision to solve issues or optimize for disk size.
Clusters store the coordinate components using the minimal number of bits required to span the range of values in the cluster.
Apart from fixing issues, the default quality seems no worse than before and is typically ~5-10% smaller than before.
Added Position Precision to the top left of Mesh viewer along with the other mesh stats.
Added Position Precision dropdown to Nanite import settings.
Added debug mode "r.nanite.visualize PositionBits" that shows the vertex position bit sizes for clusters.
New quantization code now updates float positions and cluster bounds to reflect the quantized coordinates.
#rb brian.karis, graham.wihlidal
#JIRA UE-102722
#preflight 607d56774df3b60001ef477c
[CL 16049335 by Rune Stubbe in ue5-main branch]
Added overlay text for nanite enabled and a warning when the proxy mesh is being displayed
Fixed overlay text creating new widgets every frame
#jira UETOOL-2972
#rb lauren.barnes
#ROBOMERGE-SOURCE: CL 15481409 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15481410 by matt kuhlenschmidt in ue5-main branch]
- Add protection against async property accessed during async build and postload.
- Split PostLoad into 3 steps with the most part now being made async.
- Make Build/BatchBuild API async when the feature is activated.
- Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
- Skip RenderState creation for any static mesh component still being built so they only show up when ready.
- Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
- Dynamic priorisation for building and updating static meshes nearest to the viewport.
- Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
- Add a new generic interface for assets being built (still a WIP).
- Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
- Prevent auto-save while textures and static meshes are being built (same as shaders)
- Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.
General Optimizations
- Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
- Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll
BENCHMARKS
- 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
- 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
- 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC
TESTS
- Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
- Content browser interactions while still under heavy compilation
- Importing with Datasmith / Dataprep
- Working with the new Mesh Modeling Tool
- Shutting down the editor while loading
- Most of EngineTest Test Suite
REFERENCES
- Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
- Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10
#rb Francis.Hurteau
[CL 14688146 by danny couture in ue5-main branch]