AVP Tools - Profiling
This tool is a combination of a runtime component capturing predefined measurable data points, either per level/environment or per vehicle model and a visualization component that ranks the results against a customizable benchmark.
- FPS
- memory usage

This tool is a combination of a runtime component capturing predefined measurable data points, either per level/environment or per vehicle model and a visualization component that ranks the results against a customizable benchmark.
- FPS
- memory usage

The tool's commented node structure in UE. This is roughly how most tools are documented and set up.

The tool's commented node structure in UE. This is roughly how most tools are documented and set up.

This tool profiles all texture assets across a definable folder, ranking them by size and highlighting non-power-of-two or large textures.
Additionally, you are able to export the selected assets to your PC directly from the UI to get started on editing.

This tool profiles all texture assets across a definable folder, ranking them by size and highlighting non-power-of-two or large textures.
Additionally, you are able to export the selected assets to your PC directly from the UI to get started on editing.

These tools are meant to aid the artists in finding out if their created levels / assets are conform to the defined performance standards of the AVP and figure out where problems (if any) originate. This cuts down on manual feedback and profiling time and makes performance optimization more comfortable for artists.

I was in charge of
- feature refinement and definition
- creating the necessary functionality via UE Blueprints and Python scripts / Python Unreal API
- UI