Abstract
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.
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© 2019 Cornel Hillmann
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Hillmann, C. (2019). Performance, Profiling, and Optimizations. In: Unreal for Mobile and Standalone VR. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4360-2_8
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DOI: https://doi.org/10.1007/978-1-4842-4360-2_8
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4359-6
Online ISBN: 978-1-4842-4360-2
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