UE4's editor is not loading beyond 18% on an Intel Macbook Air (BigSur) - game-engine

I have recently started exploring game dev and wanted to do it using the Unreal Engine(4). However, the editor doesn't seem to be loading on my computer. I have displayed the UE4 window I keep having to look at upon launching the engine.
Could anyone please help me with this problem?
Thanks.

I'm no expert in Unreal Engine, and I don't know how long you've waited previously (do tell!), but UE4 is a massive, memory intensive engine that would struggle on any laptop (especially a Macbook). I personally use it on my laptop (an HP Pavillion) so it is possible, but there have been times when I am trying to open a project and I've had to wait for around 30 minutes for the percent to change (it was compiling shaders silently). Although, I've never seen it take too terribly long on startup (not opening a project). Try waiting for 30 minutes and see what happens (if you haven't already), otherwise I'm sure you know Unity is a lighter-weight option with comparable features.

Related

Faster start up of Jython possible?

At the moment I'm programming with Jython on my Laptop, but want to use it on my Raspberry Pi3 (Raspbian) later.
Well the start-up time of my program on my Laptop is under 2s, but on my Pi3 it's up to 30s.
I know the issues are that Jython needs time to start up the JVM and even a Pi3 is not as fast as my 3 year old Laptop, but Is it maybe still possible to reduce this start-up time anyway (without over-clocking my Pi)?
EDIT:
At the end I want to use my .py scripts with the jython-standalone.jar v2.7.0
Well I found a solution which is pretty ok for my Project: For small projects OpenJDK seems to be ok, but some things WON'T work with Jython. I had a sleepless weekend until I get this idea to look which version of Java I was using. With the oracle Java(newest Version) it seems to be as fast as on my Laptop Windows etc. (yes it is a little bit slower, but a second less or more is not necessary in my case).
If there is still a faster way to startup, surprise me. :)

Is there any feature of programming that automatically detects computational repetition?

I'm new to programming, taking MIT's 6.00. While watching the Dynamic Programming lecture a simple question occurred to me: Is there any kind of built-in feature (for computers in general) to detect repetitive tasks and compensate?
I realize that's quite vague. I was working on my grandfather's computer because he had been complaining that it was slow. Indeed, it would lag for up to 15 seconds at a time, waiting for programs to open, etc. When I upgraded the RAM, the problem was gone. So if the computer was constantly having to write page ins and page outs to disk, why couldn't it have just popped up a little message suggesting a RAM upgrade? That would save quite a bit of time.
Computers are good at performing tasks quickly but slow code can be, well, slow. Can that be automated? Is this even a legitimate question?
In the example you describe the code isn't slow because it's reading/writing to disk. It's slow because it isn't actually doing anything but instead is waiting for the OS to page in and out to disk.
Also, a RAM upgrade isn't always the solution to frequent paging (say buggy program leaking memory or something).
It's not really possible in the general sense for the OS to detect what all the possible issues are and suggest a solution. That is in fact a variation of the Halting Problem.
It's impossible in general for a computer to know whether a slowness was because it's running an operation that fundamentally takes a long time to finish, or whether it's taking more time than it should really be.
Also, even if you've identified that an operation is slow, it's even more difficult to diagnose the precise reason why it is slow. Sometimes it's because you need more RAM, other times because slow network, or slow disk, or slow CPU. This is even more harder if the checker is running inside the same machine that it is running on since it's also experiencing the slowness itself.
However there are several things that can be done under certain limited situations. Many popular OSes (e.g. Windows, Linux, Android) can detect slow response to user input, and will offer to either give more time or force close applications (Android) or draw the not responding window in grayscale (Linux), or in bluish tint (Windows), if the application fails to respond to user input within certain period of time.

Improving the efficiency of Kinect for Windows DTWGestureRecognizer Application

Currently I am using the DTWGestureRecognizer open source tool for Kinect SDK v1.5. I have recorded a few gestures and use them to navigate through Windows 7. I also have implemented voice control for simple things such as opening PowerPoint, Chrome, etc.
My main issue is that the application uses quite a bit of my CPU power which causes it to become slow. During gestures and voice commands, the CPU usage sometimes spikes to 80-90%, which causes the application to be unresponsive for a few seconds. I am running it on a 64 bit Windows 7 machine with an i5 processor and 8 GB of RAM. I was wondering if anyone with any experience using this tool or Kinect in general has made it more efficient and less performance hogging.
Right now I removed sections which display the RGB video and the Depth video but even doing that did not make a big impact. Any help is appreciated, thanks!
Some of the factors I can think of are
Reduce the resolution.
Reduce the frames being recorded/processed by the application using polling model i.e. OpenNextFrame(int millisecondsWait) method of DepthStream, ColorStream & SkeletonStream
instead of event model.
Tracking mode is Default instead of Seated(sensor.SkeletonStream.TrackingMode =
SkeletonTrackingMode.Default) as seated consumes more resources.
Use sensor.MapDepthFrameToColorFrame instead of calling sensor.MapDepthToColorImagePoint method in a loop.
Last and most imp. is the algorithm used in the open source tool.

Digital Western Hdrive freezing - Bad hard drive

A week ago my computer start freezing every couple of seconds to 30sec-2minutes.
So i open my proccess explorer to monitor it to see if i get some CPU spikes and if so, which application is causing it.. after some freezes i noticed non of my programs/services is causing the freezes.
so i tried to check if any of my fans aren't working.. but all fans are working great.
adventually i ran the chkdsk scan (in the way i had tons of crashes/ startup problems/ i even couldnt run the windows installation disk due to a memory diagnostic problems.. I HAD Really lots of lots of problems)
adventually i found the problem, it's appear my DW hard drive is faulty and here the hard drive results:
http://pastie.org/2949300
now i'm searching the web for a tool that could fix all it's problems because i really need the drive to work.
Windows 7 ultimate 64bit.
intel e6320
4gb ddr2
ati hd5450.
Please help me if you can guide me what can i do to fix it.. (my os is on it)
Buy a new hard drive, install windows on that and see what you can read of the old disk. You're getting read and write errors in chkdsk, crashes etc, the disk is on the way out.
First of all, try to get a backup of your harddrive / your data. All actions you´re performing right now can lead to a data loss.
I don´t know if there are a web tool for fixing these problems - normally, a extended chkdsk (/r /p) should´ve fix the problems. Your log shows insufficient space on the partition. Can you move some files on another disk and try to run chkdsk again?

When profiling, most of the time is spent in nvoglv64.dll. What should I deduce?

I am profiling a C++ application with Intel VTune Amplifier. Most of the time seems to be spent in nvoglv64.dll more precisely in DrvPresentBuffers and/or KeSynchoronizeExecution. Note that I have a NVIDA GeoForce graphic card.
I am new to the application I am profiling and looking for bottleneck and low hanging fruits of optimization. Since most of the time seems to be spent in this NVIDIA dll, I do not know how decode the profiling results.
I would like to know where are those call from my application side in order to build a knowledge of my application. Can someone give me some hint to start :
When exactly do an application call DrvPresentBuffers, what kind of call should I look at (on my application side)
Where can I get more info about how to profile, understand and optimize applications where bottlenecks are in the graphic card dll's.
DrvPresentBuffers is part of the draw code for openGL. That nvoglv64.dll is the 64bit openGL driver for your nVidia card. There is a known performance issue for 64bit Windows 7 and this function on many drivers. I couldn't find a link but you can search the nVidia forum if you are experiencing problems. If there is nothing wrong or nothing going horribly slow then I'm not sure optimization is where I would start when familiarizing myself with a new application.