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1
Intro
2
What Am I Going To Cover?
3
The Problem Space
4
What's In a Tick?
5
Testing Performance
6
Analysing Performance Data
7
Linear Cost Increase As Game Scales
8
CPU Caches - Xbox One
9
CPU Caches - Latency
10
Hitting Scale
11
Tick Aggregation Benefits
12
Simple Aggregation Example Component for eaching the water height at its location
13
The Aggregation
14
Aggregation Improvement - Better Instruction Cache Coherency
15
Post Aggregation - Identifying Unnecessary Work
16
Post Aggregation Optimisations - Batching
17
SIMD And Vectorisation
18
Post Aggregation - Faster Version
19
How To Scale Gracefully
20
Round Robin Scheduling
21
Round Robin Ticking
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Context Sensitive Prioritisation
23
Priority Scaling
24
Prioritisation Comparison
25
Sails Cost Before Aggregation
26
Sails - Parallelisation
27
UParticleSystem Component
28
Aggregate Tick System Flaws
29
Future Work
Description:
Explore techniques for efficiently managing the scale of Ticking Components and Actors in Sea of Thieves during this Unreal Fest Europe presentation. Dive into real-world optimization examples and learn how these systems integrate seamlessly with Unreal Engine 4. Discover strategies for addressing performance challenges, including CPU cache considerations, tick aggregation benefits, and methods for scaling gracefully. Examine specific optimizations like SIMD vectorization, round-robin scheduling, and context-sensitive prioritization. Gain insights into the challenges faced and future improvements planned for the aggregate tick system in this comprehensive look at performance optimization for large-scale game development.

Aggregating Ticks to Manage Scale in Sea of Thieves - Unreal Fest Europe 2019 - Unreal Engine

Unreal Engine
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