RE: Performance boost
Don't confuse engine performance with gpu performance.
Some things just can't be optimized on the engine side, and the speed is only dependent on the gpu. Be realistic, good looking shadows usually require 1024x1024 res, directional lights by default use 6 cascades, local lights (point/sqr) use 6 cube faces so in both cases you have 6*1024x1024, that's lot of bandwidth, and additional rendering of objects for each shadow frustum they're inside).
Shadows are expensive on every engine, and I seriously doubt if other engines would work faster with similar settings. (exact same set of models, config parameters, I don't mean comparing different games, because it's completely pointless to compare different models/scenes/rendering options).
I did receive some email of a person months ago that has made perf. tests of similar scene on many engines, c4, unity, torque, udk, ee, what the person said is udk had best performance, and ee was next, but: udk used lightmaps instead of dynamic lights like ee. I don't know any more details so I can't realy tell more.
I am checking out some parts of the engine right now, searching for possible optimizations, but at the moment I seriously couldn't find anything where the engine would be at fault, and not the gpu.
For the person saying that UDK had rendered a similar scene faster than EE - please send me your scene! in UDK and EE formats. I'd love to investigate this, and do some tests on my own.
Personally when I look at the codes of ee im very proud of them and their optimizations. For the moment I can only recommend adjusting rendering configurations, there are hundreds (!) options in ee graphics headers, everyone of them can potentially affect performance, do further optimization of your scene/codes. Check both docs on ee optimization (wiki/performance optimizations and wiki/mobile platforms which has some additional info about increasing performance)
Next sdk will have some option for controlling world area early-z rendering, which may increase/decrease performance depending on your scene.
I will keep investigating the possibility of improvements of engine performance (and post hints in perf. optimizations docs), but don't expect miracles, as I've said some things just cant be done on the engine side, as it's only gpu dependent.
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