Optimization
Main role at CS was to get the vertical slice running at a native 30fps at high settings.
Insights and automated builds were crucial in getting metrics and identifying key issues.
Switched Hardware to Software raytracing, optimised draw call count, streamlined WorldPartition streaming, Nanite optimisation and set up core scalability settings, Lighting tools to debug light proximity and per-frustum shadow casting lights detection tools.
Texture groups were set up correctly, all UI textures to Mult4 and BC7 compression, Scalability was set properly for textures too.
Automated LOD generation for skeletal meshes was set up, asset validators, naming convention, etc…
Dismemberment System
Debugged and optimized Dismemberment system material pipeline and GAS implementation.
Imgui
Light debugging was previously done through command line and hotkeys, implemented Imgui and provided a visual interface for said debugging.
Engine Defaults
Engine Default parameters such as Enable WorldPositionOffset on StaticMeshes, MaxDrawDistance on LightComponents and PCG streaming settings were overriden in order to keep best perf practices in mind.
