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metaverseDubai/PERFORMANCE_TARGETS.md

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Performance Targets - Dubai Metaverse

Overview

This document defines performance targets and optimization goals for the Dubai Metaverse project.

Frame Rate Targets

Desktop (1440p)

  • Target: 60-90 FPS
  • Minimum: 60 FPS
  • Ideal: 90 FPS
  • Hardware: RTX 3070 / RX 6800 XT or better

Desktop (4K)

  • Target: 60 FPS
  • Minimum: 60 FPS
  • Ideal: 60+ FPS
  • Hardware: RTX 4080 / RX 7900 XTX or better

Cinematic Rendering

  • Target: Offline rendering (no FPS target)
  • Output: 8K EXR (7680x4320)
  • Method: Movie Render Queue
  • Time: Quality over speed

VR (If Implemented)

  • Target: 90 FPS
  • Minimum: 90 FPS (required for VR)
  • Hardware: RTX 4080 or better

Memory Targets

GPU Memory (VRAM)

  • Target: <12GB usage
  • Maximum: 16GB (for high-end GPUs)
  • Optimization: Texture streaming, virtual textures

System RAM

  • Target: <16GB usage
  • Maximum: 32GB (for development)
  • Optimization: World Partition streaming

Storage

  • Target: <50GB packaged build
  • Optimization: Asset compression, unused asset removal

Performance Metrics

Frame Time

  • Target: <16.67ms (60 FPS)
  • Ideal: <11.11ms (90 FPS)
  • Measurement: Unreal Insights

Draw Calls

  • Target: <5000 draw calls per frame
  • Optimization: Instancing, batching

Triangle Count

  • Target: <5M triangles per frame (with Nanite)
  • Optimization: Nanite, LOD system

Optimization Strategies

Nanite

  • Usage: All static meshes where possible
  • Benefit: High-poly geometry without performance penalty
  • Target: 100% of static meshes use Nanite

LOD System

  • Usage: Non-Nanite assets, background buildings
  • LODs: LOD0-3 for primary, LOD0-2 for background
  • Target: All non-Nanite assets have LODs

World Partition

  • Usage: Entire Dubai district
  • Cell Size: 128m x 128m (default)
  • Streaming: Optimized per cell
  • Target: Smooth streaming, no hitches

Material Optimization

  • Shared Materials: Use material instances
  • Texture Streaming: Enable texture streaming
  • Virtual Textures: Use for large textures (optional)
  • Target: Minimize material complexity

Lighting Optimization

  • Lumen Quality: Adjust based on performance
  • Shadow Quality: Virtual Shadow Maps
  • Light Count: Minimize dynamic lights
  • Target: Maintain visual quality while optimizing

Performance Testing

Tools

  • Unreal Insights: Profiling and analysis
  • GPU Profiler: GPU performance analysis
  • Stat Commands: Real-time performance stats

Test Scenarios

  1. Empty Level: Baseline performance
  2. Full District: Complete district loaded
  3. Cinematic Camera: Camera movement performance
  4. Vehicle Driving: Vehicle physics performance
  5. NPC Crowd: Multiple NPCs performance

Test Hardware

  • Minimum Spec: RTX 3060 / RX 6600 XT
  • Recommended Spec: RTX 3070 / RX 6800 XT
  • High-End Spec: RTX 4080 / RX 7900 XTX

Performance Checklist

Optimization Checklist

  • All static meshes use Nanite (where applicable)
  • LODs generated for non-Nanite assets
  • World Partition streaming optimized
  • Material complexity minimized
  • Texture streaming enabled
  • Draw calls optimized (<5000)
  • Frame time meets targets (<16.67ms for 60 FPS)
  • Memory usage within targets
  • No performance hitches or stuttering
  • Performance tested on target hardware

Performance Targets by Phase

Phase 2 (Environment Production)

  • Target: 30+ FPS in editor
  • Focus: Asset optimization, LOD generation

Phase 3 (World Systems)

  • Target: 45+ FPS in editor
  • Focus: Lighting optimization, system integration

Phase 4 (Gameplay + Interaction)

  • Target: 60+ FPS in editor
  • Focus: Final optimization pass

Phase 5 (Final Polish)

  • Target: 60-90 FPS in packaged build
  • Focus: Final performance validation

Performance Budget

Per System

  • Rendering: 60% of frame time
  • Lighting (Lumen): 20% of frame time
  • Physics: 5% of frame time
  • AI/NPCs: 5% of frame time
  • Other: 10% of frame time

Optimization Priority

  1. Rendering: Highest priority (biggest impact)
  2. Lighting: High priority (Lumen can be expensive)
  3. Physics: Medium priority
  4. AI/NPCs: Medium priority
  5. Other: Low priority

Notes

  • Performance targets are guidelines, not strict requirements
  • Visual quality should not be sacrificed unnecessarily
  • Test on target hardware regularly
  • Optimize incrementally throughout development

Version: 1.0 Last Updated: [Current Date]