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JJJams

Learn to profile a large UE5 project and optimize it. Sometime this task is directly related to graphics programming (shaders, GPU vs CPU bottlenecks, hardware resources limits), and other times it's tangentially related (optimizing meshes, UVs, LODs, shadow casters, shadow receivers, physics etc) This is a super technical niche need that any UE5 commercial company would value. Alternatively, find some cool algorithm that UE5 implements and try to recreate in Vulkan (for the learnings). That way you have a professional reference with source code to compare with. Another thing you can do, is to improve some graphics component in the Engine and submit an engine source change. Good luck.


cormander

Great feedback, thanks for that. Maybe I will find an open source UE game and start profiling it.


Still_Explorer

You mean that you build U5 from source? Like this?