[Unreal] ์ตœ์ ํ™”

2025. 1. 28. 16:11ยท๐Ÿ“ Game/โœ Unreal

1. ์ตœ์ ํ™”

๋†’์€ ๋ Œ๋”๋ง ๋ถ€ํ•˜์™€ CPU ๋ณ‘๋ชฉ ํ˜„์ƒ์€ ๊ฒŒ์ž„์˜ ํ”„๋ ˆ์ž„ ์†๋„๋ฅผ ๋–จ์–ด๋œจ๋ฆฌ๊ณ  ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด์— ์˜ํ–ฅ์„ ์ค„ ์ˆ˜ ์žˆ๋‹ค. ์ด๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•ด ์ตœ์ ํ™”๋Š” ํ•„์ˆ˜์ด๋‹ค. ํŠนํžˆ ์ตœ์ ํ™”๋Š” ํ•œ ๋ฒˆ์— ๋๋‚˜๋Š” ์ž‘์—…์ด ์•„๋‹ˆ๊ธฐ ๋•Œ๋ฌธ์— ์ž‘์—…, ํ…Œ์ŠคํŠธ, ๊ฐœ์„ ์˜ ๋ฐ˜๋ณต์ด ์ค‘์š”ํ•˜๋‹ค.

 

2. ๋ Œ๋”๋ง ์ตœ์ ํ™” 

๋ Œ๋”๋ง(rendering)์€ ์ปดํ“จํ„ฐ ํ”„๋กœ๊ทธ๋žจ์„ ์ด์šฉํ•ด 2D ๋˜๋Š” 3D ๋ชจ๋ธ์—์„œ ์ด๋ฏธ์ง€๋ฅผ ์ƒ์„ฑํ•˜๋Š” ํ”„๋กœ์„ธ์Šค์ด๋‹ค.

  • Culling
  • LOD
  • Nanite
  • Shader Complexity View๋ฅผ ํ†ตํ•ด ๋จธํ„ฐ๋ฆฌ์–ผ ๋ณต์žก๋„ ํ™•์ธ
  • ํ•„์š”ํ•˜์ง€ ์•Š์€ ๊ทธ๋ฆผ์ž ์ œ๊ฑฐ ๋ฐ ์‹ค์‹œ๊ฐ„ ๊ทธ๋ฆผ์ž ์ตœ์†Œํ™”

 

1) Culling

๋ Œ๋”๋ง ์ตœ์ ํ™” ๊ธฐ๋ฒ• ์ค‘ ๊ฐ€์žฅ ๋Œ€ํ‘œ๋˜๋Š” Culling์— ๋Œ€ํ•ด ์•Œ์•„๋ณด์ž. Culling์€ ๊ตณ์ด ๋ Œ๋”๋ง ํ•˜์ง€ ์•Š์•„๋„ ๋œ๋‹ค๊ณ  ํŒ๋‹จ๋œ ์˜ค๋ธŒ์ ํŠธ๋“ค์„ ์ œ์™ธํ•˜๋Š” ๊ฒƒ์„ ๋งํ•œ๋‹ค.

 

์–ธ๋ฆฌ์–ผ์—์„œ์˜ Culling์€ ํฌ๊ฒŒ 4๊ฐ€์ง€๋กœ ๋‚˜๋ˆŒ ์ˆ˜ ์žˆ๋‹ค.

  1. Distance Culling
    • ์•กํ„ฐ์™€ ํ”Œ๋ ˆ์ด์–ด ์นด๋ฉ”๋ผ ์‚ฌ์ด์˜ ๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ ์˜ค๋ธŒ์ ํŠธ๋ฅผ Culling ์‹œํ‚ค๋Š” ๋ฐฉ์‹์ด๋‹ค
    • LOD์™€ Cull Distance Volume์„ ์‚ฌ์šฉํ•ด์„œ ๊ฐ€๋Šฅํ•˜๋‹ค.
  2. View Frustum Culling
    • ์นด๋ฉ”๋ผ ์ ˆ๋‘์ฒด(View Frustum)์—์„œ ๋ฒ—์–ด๋‚œ ์˜์—ญ์— ์žˆ๋Š” ์˜ค๋ธŒ์ ํŠธ๋ฅผ Culling ์‹œํ‚ค๋Š” ๋ฐฉ์‹์ด๋‹ค.
    • ์–ธ๋ฆฌ์–ผ ์—”์ง„์—์„œ ๊ธฐ๋ณธ ์ง€์›ํ•œ๋‹ค.
  3. Precomputed Visibility
    • ์›€์ง์ด์ง€ ์•Š๋Š” ์•กํ„ฐ๋“ค์„ ๋Œ€์ƒ์œผ๋กœ Shadow Casting Surface ์œ„์— Visibility State ์ •๋ณด๋ฅผ ์ €์žฅํ•ด ๋†“๋Š” ๋ฐฉ์‹์ด๋‹ค.
    • ๋ผ์ดํŒ… ๋นŒ๋“œ ๋„์ค‘์— visibility ์ •๋ณด๋ฅผ ์˜คํ”„๋ผ์ธ์—์„œ ์ƒ์„ฑํ•˜๋ฉฐ, ํฌ์ง€ ์•Š์€ ๋ ˆ๋ฒจ๊ณผ ์ €์‚ฌ์–‘, ๋ชจ๋ฐ”์ผ ๊ธฐ๊ธฐ์— ์ ํ•ฉํ•˜๋‹ค. 
  4. Dynamic Occlusion
    • ์‹ค์‹œ๊ฐ„์œผ๋กœ ๋ฌผ์ฒด๋ฅผ ๊ฐ€๋ฆฌ๋Š” ์˜ค๋ธŒ์ ํŠธ(Occluder)์™€ ๊ฐ€๋ ค์ง€๋Š” ์˜ค๋ธŒ์ ํŠธ(Occludee)๋ฅผ ํŒ๋‹จํ•ด์„œ Occludee๋ฅผ Culling ์‹œํ‚ค๋Š” ๋ฐฉ์‹์ด๋‹ค.

 

Culling

 

2) Occlusion Culling

Occlusion Culling์€ ์นด๋ฉ”๋ผ์— ๋ณด์ด์ง€ ์•Š๋Š” ๋ฌผ์ฒด๋ฅผ ๋ Œ๋”๋ง ํ•˜์ง€ ์•Š๋„๋ก ์ฒ˜๋ฆฌํ•˜๋Š” ๋ฐฉ์‹์ด๋‹ค.

  • Hierarchical Z-Buffer Occlusion Culling ๋ฐฉ์‹์„ ์‚ฌ์šฉํ•˜์—ฌ, ํ™”๋ฉด์„ Z ๋ฒ„ํผ๋กœ ๋‚˜๋ˆ„๊ณ  ๊ฐ ํ”ฝ์…€์— ๊ฐ€๋ ค์ง„ ๋ฌผ์ฒด๋ฅผ ๊ฐ์ง€ ํ›„ ๊ฐ€๋ ค์ง„ ๋ฌผ์ฒด๋ฅผ ๋ Œ๋”๋ง ํŒŒ์ด๋ธŒ๋ผ์ธ์—์„œ ์ œ์™ธํ•œ๋‹ค.
  • ๋ฌผ์ฒด์˜ ๋ฐ”์šด๋“œ ์„ค์ •์ด ์ค‘์š”ํ•˜๋‹ค. ์ด ์„ค์ •์ด ๋ถ€์ •ํ™•ํ•˜๋ฉด ํ”„๋ฆฌ๋ทฐ์—์„œ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ๋ณด์ด์ง€ ์•Š๊ฑฐ๋‚˜ ์„ฑ๋Šฅ์ด ๋‚˜๋น ์ง€๋Š” ๋“ฑ ๋ฌธ์ œ๊ฐ€ ๋  ์ˆ˜ ์žˆ๋‹ค.
  • ํ”„๋กœ์ ํŠธ ์„ธํŒ…์—์„œ Occlusion Culling ํ™œ์„ฑํ™” ์„ค์ •์„ ํ•  ์ˆ˜ ์žˆ๋‹ค.

 

Occlusion Culling์€ ์ •์ , ๋™์  ํ™˜๊ฒฝ์— ๋”ฐ๋ผ ๋‹ค์Œ๊ณผ ๊ฐ™์ด ๋‚˜๋ˆŒ ์ˆ˜ ์žˆ๋‹ค.

  • Static Occlusion
    • ์ •์ ์ธ ํ™˜๊ฒฝ
    • Precomputed Visibility Volumes๋ฅผ ํ™œ์šฉํ•ด, ๋ฏธ๋ฆฌ ๊ณ„์‚ฐ๋œ ๋ฐ์ดํ„ฐ๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ๊ฐ€๋ฆผ ์ฒ˜๋ฆฌ๋ฅผ ์ˆ˜ํ–‰ํ•œ๋‹ค.
  • Dynamic Occlusion
    • ์‹ค์‹œ๊ฐ„์œผ๋กœ ๋ณ€ํ•˜๋Š” ๋™์ ์ธ ํ™˜๊ฒฝ
    • ์นด๋ฉ”๋ผ์™€ ์˜ค๋ธŒ์ ํŠธ์˜ ์ƒ๋Œ€์ ์ธ ์œ„์น˜์™€ ์›€์ง์ž„์„ ๊ธฐ์ค€์œผ๋กœ ๋งค ํ”„๋ ˆ์ž„๋งˆ๋‹ค Z-Buffer์™€ Occlusion Queries๋ฅผ ๊ณ„์‚ฐํ•œ๋‹ค.

 

3) LOD(Level of Detail)

LOD๋Š” ๋ฉ€๋ฆฌ ์žˆ๋Š” ์˜ค๋ธŒ์ ํŠธ๋Š” ์ €ํ•ด์ƒ๋„ ๋ชจ๋ธ์„ ์‚ฌ์šฉํ•˜๊ณ , ๊ฐ€๊นŒ์ด ์žˆ๋Š” ์˜ค๋ธŒ์ ํŠธ๋Š” ๊ณ ํ•ด์ƒ๋„ ๋ชจ๋ธ์„ ์‚ฌ์šฉํ•˜๋„๋ก ์„ค์ •ํ•˜๋Š” ๊ธฐ์ˆ ์ด๋‹ค.

  • ์ง์ ‘ LOD ๋ฉ”์‹œ๋ฅผ ๋งŒ๋“ค์–ด๋„ ๋˜์ง€๋งŒ, ์–ธ๋ฆฌ์–ผ์—์„œ ์ œ๊ณตํ•˜๋Š” ์ž๋™ LOD ์ƒ์„ฑ์„ ํ†ตํ•ด์„œ๋„ ๊ฝค ๊ดœ์ฐฎ๊ฒŒ ์ ์šฉ์ด ๊ฐ€๋Šฅํ•˜๋‹ค.
  • Nanite๋ฅผ ์‚ฌ์šฉํ•œ๋‹ค๋ฉด, ์ด๋ฏธ ์ž๋™์œผ๋กœ LOD ์„ค์ •ํ•œ ๊ฒƒ๊ณผ ๊ฐ™์•„์„œ ์ถ”๊ฐ€ LOD ์„ค์ •์€ ํ•„์š”ํ•˜์ง€ ์•Š๋‹ค.
  • Distance Culling ๋ฐฉ์‹์„ ํ†ตํ•ด ์•„์˜ˆ ๋ Œ๋”๋ง์„ ํ•˜์ง€ ์•Š๋Š” ๋ฐฉ๋ฒ•๋„ ์žˆ๋‹ค. Min/Max ๊ฐ’์„ ์กฐ์ ˆํ•ด์„œ ์นด๋ฉ”๋ผ์™€์˜ ๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋ณด์—ฌ์ค„์ง€ ๋ง์ง€๋ฅผ ๊ฒฐ์ •ํ•œ๋‹ค.

 

LOD

 

4) Nanite

๋‚˜๋‚˜์ดํŠธ๋Š” ์–ธ๋ฆฌ์–ผ ์—”์ง„ 5์˜ ๊ฐ€์ƒํ™” ์ง€์˜ค๋ฉ”ํŠธ๋ฆฌ ์‹œ์Šคํ…œ์œผ๋กœ ์ƒˆ๋กœ์šด ๋‚ด๋ถ€ ๋ฉ”์‹œ ํฌ๋งท๊ณผ ๋ Œ๋”๋ง ๊ธฐ์ˆ ์„ ์‚ฌ์šฉํ•˜์—ฌ ํ”ฝ์…€ ์Šค์ผ€์ผ์˜ ๋””ํ…Œ์ผ๊ณผ ๋ฐฉ๋Œ€ํ•œ ์–‘์˜ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋ Œ๋”๋งํ•œ๋‹ค.

  • ํ•˜์ดํด ๋ฉ”์‹œ๋ฅผ ๊ทธ๋Œ€๋กœ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ๋‹ค.
  • LOD, ๋…ธ๋ง๋งต์ด ํ•„์š” ์—†๋‹ค.
  • ํด๋Ÿฌ์Šคํ„ฐ ๋‹จ์œ„๋กœ ๋ Œ๋”๋ง์ด ๊ฐ€๋Šฅํ•˜๊ธฐ ๋•Œ๋ฌธ์— Culling ์„ฑ๋Šฅ์ด ์ข‹๋‹ค.

 

๋‚˜๋‚˜์ดํŠธ๊ฐ€ ๋งŒ๋Šฅ์ธ ๊ฒƒ ๊ฐ™์ง€๋งŒ, ์ œ์•ฝ์ด ์กด์žฌํ•œ๋‹ค.

  • ๋ถˆํˆฌ๋ช…ํ•œ ๋จธํ„ฐ๋ฆฌ์–ผ๋งŒ ๊ฐ€๋Šฅํ•˜๋‹ค.
  • Skeletal Mesh, WPO(์›”๋“œ ํฌ์ง€์…˜) , Deformation ๋“ฑ ๋ฒ„ํ…์Šค์— ๋Œ€ํ•œ ์—ฐ์‚ฐ์ด ๋“ค์–ด๊ฐ€๋ฉด ์•ˆ๋œ๋‹ค.
  • ์ธ์Šคํ„ด์Šค์˜ ๋ฒ„ํ…์Šค ํŽ˜์ธํŒ…์€ ์•ˆ๋œ๋‹ค.
  • ํ•ญ์ƒ ๋” ๋‚˜์€ ์„ฑ๋Šฅ์„ ๋ณด์žฅํ•˜๋Š” ๊ฒƒ์€ ์•„๋‹ˆ๋‹ค.

 

์•„๋ž˜ ์œ ํŠœ๋ธŒ์—์„œ ์ž์„ธํžˆ ํ™•์ธ์ด ๊ฐ€๋Šฅํ•˜๋‹ค.

 

https://www.youtube.com/watch?v=e-XFHcD7ibA

 

3. CPU ์ตœ์ ํ™”

1) ๋ธ”๋ฃจํ”„๋ฆฐํŠธ์—์„œ C++ ์ „ํ™˜

๋ธ”๋ฃจํ”„๋ฆฐํŠธ๋Š” ๊ฐ„ํŽธํ•˜์ง€๋งŒ C++์— ๋น„ํ•ด ์„ฑ๋Šฅ์ด ๋–จ์–ด์ง„๋‹ค. ๋งŒ์•ฝ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ๋ฅผ ์‚ฌ์šฉํ•˜๋”๋ผ๋„ Tick ์‚ฌ์šฉ์€ ํ”ผํ•˜๊ณ  ์„ฑ๋Šฅ์ด ์ค‘์š”ํ•˜์ง€ ์•Š์€ ๊ธฐ๋Šฅ ๊ตฌํ˜„๋งŒ ํ•˜๋Š” ๊ฒƒ์„ ์ถ”์ฒœํ•œ๋‹ค.

 

2) Tick ์ด๋ฒคํŠธ ์ตœ์†Œํ™”

๋งค ํ”„๋ ˆ์ž„ ํ˜ธ์ถœ๋˜๋Š” Tick ์ด๋ฒคํŠธ๋Š” ๋งŽ์œผ๋ฉด ์„ฑ๋Šฅ์ด ์ €ํ•˜๋œ๋‹ค. ๊ฐ€๋Šฅํ•œ ํ•„์š”ํ•œ ๊ฒฝ์šฐ์—๋งŒ Tick์„ ํ™œ์„ฑํ™”ํ•˜๊ณ  Timer๋‚˜ ์ด๋ฒคํŠธ๋กœ ๋Œ€์ฒดํ•˜์—ฌ ์‚ฌ์šฉํ•œ๋‹ค.

 

3) ์˜ค๋ธŒ์ ํŠธ ํ’€๋ง

๋ฐ˜๋ณต์ ์œผ๋กœ ์ƒ์„ฑ, ์‚ญ์ œ๋˜๋Š” ์˜ค๋ธŒ์ ํŠธ๋Š” ํ’€๋ง ๊ธฐ๋ฒ•์„ ํ†ตํ•ด ๊ด€๋ฆฌํ•˜๋Š” ๊ฒƒ์ด ์ข‹๋‹ค.

 

4) AI

AI ์บ๋ฆญํ„ฐ์˜ Behavior Tree๋‚˜ ๊ฒฝ๋กœ ํƒ์ƒ‰์€ ์„ฑ๋Šฅ์— ์˜ํ–ฅ์„ ์ค€๋‹ค. Nav Mesh๋ฅผ ์ž˜ ์„ค์ •ํ•˜๊ณ , AI ์บ๋ฆญํ„ฐ์˜ ์—…๋ฐ์ดํŠธ ๋นˆ๋„๋ฅผ ๋‚ฎ์ถ”๋Š” ๊ฒƒ์ด ์ข‹๋‹ค.

 

4. ๋ฉ”๋ชจ๋ฆฌ ์ตœ์ ํ™”

1) Garbage Collection

์–ธ๋ฆฌ์–ผ์€ ์ฃผ๊ธฐ์ ์œผ๋กœ ๊ฐ€๋น„์ง€ ์ปฌ๋ ‰์…˜์„ ์ˆ˜ํ–‰ํ•˜๋Š”๋ฐ, ๋ฉ”๋ชจ๋ฆฌ ๊ด€๋ฆฌ๋ฅผ ์ž˜๋ชปํ•˜๋ฉด ์„ฑ๋Šฅ ์ €ํ•˜๊ฐ€ ๋ฐœ์ƒํ•œ๋‹ค. ํฐ ๋ฐ์ดํ„ฐ๋Š” ํ•„์š”ํ•  ๋•Œ๋งŒ ๋กœ๋“œํ•˜๊ณ , ์‚ฌ์šฉํ•˜์ง€ ์•Š๋Š” ๋ฐ์ดํ„ฐ๋Š” ๋ช…์‹œ์ ์œผ๋กœ ์ œ๊ฑฐํ•˜๋Š” ๊ฒƒ์ด ์ข‹๋‹ค.

 

2) ํ…์Šค์ฒ˜ ๋ฐ ๋ฉ”์‹œ

์‚ฌ์šฉํ•˜์ง€ ์•Š๋Š” ํ…์Šค์ฒ˜๋Š” ์ œ๊ฑฐํ•˜๊ณ , ๊ฐ€๋Šฅํ•œ ์••์ถ•๋œ ํฌ๋งท์„ ์‚ฌ์šฉํ•˜์—ฌ ๋ฉ”์‹œ์˜ ํด๋ฆฌ๊ณค ์ˆ˜๋ฅผ ์ตœ์ ํ™”ํ•˜๋Š” ๊ฒƒ์ด ์ข‹๋‹ค. Nanite๋ฅผ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ๋„ ๋ฐฉ๋ฒ•์ด๋‹ค.

 

5. ํ”„๋กœํŒŒ์ผ๋ง

์–ธ๋ฆฌ์–ผ ์—”์ง„ ๋‚ด์˜ ํ”„๋กœํŒŒ์ผ๋ง ๋„๊ตฌ๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ ์–ด๋–ค ๋ถ€๋ถ„์ด ๊ฐ€์žฅ ๋งŽ์€ ์ž์›์„ ์‚ฌ์šฉํ•˜๋Š”์ง€ ๋ถ„์„ํ•˜๊ณ , ์ตœ์ ํ™”ํ•  ๋ถ€๋ถ„์„ ์ฐพ์„ ์ˆ˜ ์žˆ๋‹ค.

 

๊ฐ€์žฅ ๊ฐ„๋‹จํ•œ ๋ฐฉ๋ฒ•์€ ์ฝ˜์†” ๋ช…๋ น์„ ํ†ตํ•ด ํ™•์ธํ•˜๋Š” ๋ฐฉ๋ฒ•์ด๋‹ค. ์•„๋ž˜ ๋ช…๋ น์–ด๋ฅผ ์ฝ˜์†”์— ์ž…๋ ฅํ•˜๋ฉด ๊ฐ ๋ถ€๋ถ„์˜ ์„ฑ๋Šฅ์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ๋‹ค.

 

stat fps
stat unit
stat gpu

 

๋‹ค์Œ์œผ๋กœ ํ”„๋กœํŒŒ์ผ๋ง ํˆด์„ ํ™œ์šฉํ•˜์—ฌ ๋ฌด์—‡์ด ๋น ๋ฅด๊ณ , ๋ฌด์—‡์ด ๋А๋ฆฌ๊ณ , ์–ด๋А ๋ถ€๋ถ„์ธ์ง€ ์ž์„ธํžˆ ๋ถ„์„ํ•  ์ˆ˜ ์žˆ๋‹ค. ์—ฌ๋Ÿฌ ๊ฐ€์ง€ ํˆด์ด ์žˆ์ง€๋งŒ ๋Œ€ํ‘œ์ ์œผ๋กœ Insights๊ฐ€ ์žˆ๋‹ค.

 

Insights

 

ํ”„๋กœํŒŒ์ผ๋ง ํˆด์„ ํ™œ์šฉํ•˜๋ฉด ๋ณ‘๋ชฉ ํ˜„์ƒ์„ ํ™•์ธํ•˜๊ณ  ์ตœ์ ํ™” ๋ฐฉํ–ฅ์„ ์„ค์ •ํ•  ์ˆ˜ ์žˆ๋‹ค.

 

์ฐธ๊ณ 

https://www.unrealengine.com/ko/tech-blog/an-in-depth-look-at-unreal-engine-4-20-s-proxy-lod-tool

https://delightlane.tistory.com/21

 

[UE4] ์ปฌ๋ง(Culling)

๊ฐœ์š” ๊ฒŒ์ž„์—๋Š” ์ˆ˜๋งŽ์€ ์˜ค๋ธŒ์ ํŠธ๋“ค์ด ๋ฐฐ์น˜๋ฉ๋‹ˆ๋‹ค. ํ•˜์ง€๋งŒ ๊ทธ ๋ฐฐ์น˜๋œ ์˜ค๋ธŒ์ ํŠธ๋“ค์ด ๋Š˜ ๊ทธ๋ ค์งˆ ํ•„์š”๋Š” ์—†์„ ๊ฒƒ์ž…๋‹ˆ๋‹ค. ์ „ํ˜€ ๋…ธ์ถœ๋˜์ง€ ์•Š๋Š” ์˜ค๋ธŒ์ ํŠธ๊นŒ์ง€ ๋งค๋ฒˆ ๊ณ„์‚ฐํ•˜์—ฌ ๊ทธ๋ฆฌ๋Š” ๊ฑด ๋‚ญ๋น„์ด๊ธฐ ๋•Œ๋ฌธ์ž…

delightlane.tistory.com

https://choi-dan-di.github.io/unreal/optimization-profiling/

 

[Unreal Engine] ์–ธ๋ฆฌ์–ผ ์—”์ง„ ์ตœ์ ํ™” - 1. ํ”„๋กœํŒŒ์ผ๋ง

์–ธ๋ฆฌ์–ผ ์—”์ง„์˜ ์ตœ์ ํ™” ๋ฐฉ๋ฒ•์— ๋Œ€ํ•ด ์•Œ์•„๋ณด๊ธฐ

choi-dan-di.github.io

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