Fortnite Player Mesh Optimisation
Fortnite is a game developed by Epic Games who created all
versions of Unreal Engine. Fortnites battle royale mode drops 100 players onto
a single island, which means that potentially every player one of these players
could end up in a single location. This many high quality, fully animated,
player controlled models is taxing for both CPU and GPU performance resources and
could potentially result in large frame drops. In order to combat this Epic
created what they call a significance manager that adjusts the fidelity of the
other player characters models based on their “importance” based on 3 different
criteria: the distance relative to the player characters position, the size of
the screen and how visible the character is such as whether or not they are
hidden behind geometry for instance. These factors will determine what priority
bucket each player goes into with each bucket having a maximum cap to prevent too
many high-fidelity models being put into the same bucket in the case that a
large quantity of models meet the requirements of the higher tier of priority
bucket. The size of these buckets is different for the various platforms
Fornite appears on, for console the highest quality bucket can have 5 players
in it whilst the mobile version only supports a single player in the high-quality
bucket. This is a result of the hardware of the different platforms, mobile phones
naturally have much weaker CPUs and GPUs than console due to the size of them
and thusly would struggle displaying the same number of high quality models
without significantly compromising the frame rate.
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