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//depot/UE4-Orion/... to //depot/UE4/... UE4 - rollup of many performance changes * increased max threads for task graph and added a way to reduce task threads at runtime for testing the optimal number * added a way to track excessive allocation at runtime without using the memory profiler: LogGameThreadMallocChurn.Enable * ps4: fixed a few problems with the platform properties, IsRunningGame was returning false * added inline storage for one delegate in multicast delegates * fixed excessive allocation on the script stack traceback * fixed excessive malloc calls throughout the animation system * added stats throughout the animation system * reworked parallel queue ticks * fixed excessive malloc calls in cloth and physics animation systems * fixed GHitchThresholdCVar * minor improvements to abtest * added ability to change thread affinities on the fly so they can be tuned * cvars to control animrate optimization and spew the results: EnableAnimRateOptimization, SpewAnimRateOptimization, DrawAnimRateOptimization, ForceAnimRate * optimized malloc calls in cascade and gpu particles * optimized malloc calls in input system * removed visual logging and ability log from consoles and fixed a few compile errors related to doing that * optimized gameplaytags * added a few cvars to cause stalls in various parts of the pipeline to identify critical paths and bottlenecks: CriticalPathStall.* * added console command to toggle all known outstanding perf tweaks: Orion.SetupPerfCVars [CL 2642061 by Gil Gribb in Main branch]