April 2019
Intermediate to advanced
344 pages
6h 45m
English
In this chapter, we look at the various profiling and optimization tools that are available in the Unreal editor and when testing on the Android target platform. It is usually a good idea to start profiling early and have an eye on the frames per second (fps) at any stage of development to eliminate roadblocks when they occur.
It is advisable to develop a high awareness of what the typical VR performance killers are and try to avoid them, or work around them using best practices guides and creative ideas. If we come across a stubborn performance ...
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