~/talk

Enter the Rumbleverse: What Goes Into a Good Battle Royale?

Talkat Unreal Fest 2022 · 2022-10-17..10-20· [game-development]
slides:none on file

Rumbleverse targets 60 FPS on base PS4 across a 1 km², 40-player melee map by modifying UE4 (4.27.1) and shipping DX11 on PC; changes include an async mesh merge for dynamic accessory combines to avoid game-thread hitches, a tile-classified compute pass to cut SSR + subsurface cost (~1.0 ms saved in one scene), and a GPU-driven instanced rendering path using a custom ISM GPU scene that drops render-thread time by ~2.7 ms while keeping GPU time steady.

AI-written summary · about

  1. 0:00Intro
  2. 3:49Level Streaming
  3. 4:48World Composition
  4. 5:58Lighting
  5. 9:08Character Customization
  6. 11:03Characters
  7. 12:20Optimization Philosophy
  8. 13:22Depth Prepass
  9. 16:10Modified Prepass
  10. 20:06Player Occlusion + Outline
  11. 20:55Reflection Environment
  12. 23:00Tile Classification
  13. 24:07Tile Classify Shader
  14. 25:29Env Apply Shader
  15. 28:40Classification Cost
  16. 30:22Building Rendering
  17. 30:34ISM Component Drawbacks
  18. 31:09GPU-driven rendering
  19. 31:37GPU-driven ISM Component
  20. 32:05CPU LOD Selection
  21. 32:33Individual Components
  22. 33:07Cook-time Conversion
  23. 33:58Instance ID Indirection
  24. 35:35Update Args Shader
  25. 36:23Asset Auditing Logs
  26. 36:52ListTextures
  27. 39:31Advanced Search Syntax
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