RESEARCH ON CALCULATION OPTIMIZATION METHODS USED IN COMPUTER GAMES DEVELOPMENT

Natali Fedotova

n.fedotova@cs.sumdu.edu.ua
Sumy State University (Ukraine)
https://orcid.org/0000-0001-9304-1693

Maksim Protsenko


Sumy State University (Ukraine)
https://orcid.org/0009-0008-9575-8549

Iryna Baranova


Sumy State University (Ukraine)
http://orcid.org/0000-0002-3767-8099

Svitlana Vashchenko


Sumy State University (Ukraine)
http://orcid.org/0000-0002-7021-2629

Yaroslava Dehtiarenko


Lublin University of Technology (Poland)
http://orcid.org/0009-0004-9455-7092

Abstract

In the field of computer game development, there are numerous optimization methods that help to significantly reduce the number of calculations that the game system performs while playing the game. In its turn, this allows to display increasingly realistic graphics. The paper presents the performed analysis of general optimization methods used in the game engine Unreal Engine, such as Distance Culling, Occlusion Culling, Frustum Culling, LODs, Level Streaming, and the Nanite System. The main factors such as resource intensity, visual quality, number of objects, and scale have been determined. The research results demonstrate that properly applied optimization methods can improve game performance and reduce the computational load on the system, which is crucial both functionally and aesthetically.


Keywords:

UE5, optimization methods, games development

Akenine-Moller T. et al.: Real-Time Rendering. 4th еd., A K Peters/CRC Press, 2018. 1200.
DOI: https://doi.org/10.1201/b22086   Google Scholar

Akmalia R. et al.: TLS for generating multi-LOD of 3D building model. IOP Conference Series: Earth and Environmental Science 2014.
DOI: https://doi.org/10.1088/1755-1315/18/1/012064   Google Scholar

Alvarez A.: Exploring Game Design through Human-AI Collaboration, 2022.
  Google Scholar

Dickinson C.: Unity 5 Game Optimization. Packt Publishing, 2015.
  Google Scholar

Gregory J.: Game Engine Architecture. 3rd еd., CRC Press, 2019.
DOI: https://doi.org/10.1201/9781315267845   Google Scholar

Hasenfratz J.-M. et al.: A survey of Real-Time Soft Shadows Algorithms. Computer Graphics Forum 4(22), 2003, 753–774.
DOI: https://doi.org/10.1111/j.1467-8659.2003.00722.x   Google Scholar

Hogan J. et al.: Analyzing Performance Issues of Virtual Reality Applications. ArXiv 2022, (abs/2211.02013).
  Google Scholar

Johansson M., Roupé M., Bosch-Sijtsema P.: Real-time visualization of building information models (BIM). Automation in Construction 54, 2015.
DOI: https://doi.org/10.1016/j.autcon.2015.03.018   Google Scholar

Penty C.: Behind the Scenes of The Cavern UE5 Cinematic Visual Tech Test SIGGRAPH ’22. New York, USA: Association for Computing Machinery, 2022.
DOI: https://doi.org/10.1145/3532833.3538677   Google Scholar

Sekulic D.: Efficient Occlusion Culling Addison-Wesley Professional, 2018.
  Google Scholar

Xu H. et al.: Efficient visualization of 3D city scenes by integrating the GIS and Unreal Engine. SPIE, 2023. 125510I.
DOI: https://doi.org/10.1117/12.2668104   Google Scholar

Unreal Engine 5 Documentation: Visibility and Occlusion Culling. https://docs.unrealengine.com/5.1/en-US/visibility-and-occlusion-culling-in-unreal-engine/ (available: 02 12.07.2022).
  Google Scholar

Unreal Engine 4 Documentation: Creating and Using LODs. https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/ (available: 12.07.2022).
  Google Scholar

Unreal Engine 4 Documentation: Level Streaming Overview. https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelStreaming/Overview/ (available: 20.07.2022).
  Google Scholar

Unreal Engine 5 Documentation. Nanite Virtualized Geometry. https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/ (available: 20.07.2022).
  Google Scholar

Unreal Engine 4 Optimization Tutorial, Part 1: https://www.intel.com/content/www/us/en/developer/articles/training/unreal-engine-4-optimization-tutorial-part-1.html (available: 20.09.2022).
  Google Scholar

MSI Afterburner: https://ua.msi.com/Landing/afterburner/graphics-cards (available: 20.09.2022).
  Google Scholar

Download


Published
2023-09-30

Cited by

Fedotova, N., Protsenko, M., Baranova, I., Vashchenko, S. ., & Dehtiarenko, Y. . (2023). RESEARCH ON CALCULATION OPTIMIZATION METHODS USED IN COMPUTER GAMES DEVELOPMENT. Informatyka, Automatyka, Pomiary W Gospodarce I Ochronie Środowiska, 13(3), 37–42. https://doi.org/10.35784/iapgos.3828

Authors

Natali Fedotova 
n.fedotova@cs.sumdu.edu.ua
Sumy State University Ukraine
https://orcid.org/0000-0001-9304-1693

Associate Professor of the Department of Information Technology, Sumy State University, Ukraine.


Authors

Maksim Protsenko 

Sumy State University Ukraine
https://orcid.org/0009-0008-9575-8549

Bachelor and master of the Department of Information Technologies, Faculty of Electronics and Information Technologies, Sumy State University. Middle C++ developer at MoonMana Games


Authors

Iryna Baranova 

Sumy State University Ukraine
http://orcid.org/0000-0002-3767-8099

Associate professor of the Department of Information Technology, Sumy State University, Ukraine. Author and co-author of more than 30 scientific papers. Research interests: 3D modeling, visualization, animation, software application for the development of systems of automated design, e-learning systems.


Authors

Svitlana Vashchenko 

Sumy State University Ukraine
http://orcid.org/0000-0002-7021-2629

Associate professor of the Department of Information Technology, Sumy State University, Ukraine.

Research interests: software engineering, use of modern information technologies (in particular, system modeling, structural-functional analysis) for the development of application software in various fields of activity, e-learning systems, and visualization.


Authors

Yaroslava Dehtiarenko 

Lublin University of Technology Poland
http://orcid.org/0009-0004-9455-7092

Student of the Faculty of Electrical Engineering and Computer Science, Lublin University of Technology, Poland. The author`s research area focuses on optimization methods, human-computer interaction, real-time systems, computer graphics and simulations.



Statistics

Abstract views: 321
PDF downloads: 317


Most read articles by the same author(s)