Enter the Rumbleverse: What Goes Into a Good Battle Royale?
summary
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
chapters (27)
- 0:00Intro
- 3:49Level Streaming
- 4:48World Composition
- 5:58Lighting
- 9:08Character Customization
- 11:03Characters
- 12:20Optimization Philosophy
- 13:22Depth Prepass
- 16:10Modified Prepass
- 20:06Player Occlusion + Outline
- 20:55Reflection Environment
- 23:00Tile Classification
- 24:07Tile Classify Shader
- 25:29Env Apply Shader
- 28:40Classification Cost
- 30:22Building Rendering
- 30:34ISM Component Drawbacks
- 31:09GPU-driven rendering
- 31:37GPU-driven ISM Component
- 32:05CPU LOD Selection
- 32:33Individual Components
- 33:07Cook-time Conversion
- 33:58Instance ID Indirection
- 35:35Update Args Shader
- 36:23Asset Auditing Logs
- 36:52ListTextures
- 39:31Advanced Search Syntax
related talks
47mUnreal Engine for Next-Gen Games
39mRay Tracing in UE 4.23
47mLessons Learned from Developing a Multiplayer Arena Brawler
43mGraphics performance in The Supernauts
38mBuilding Worlds in ‘Fortnite’ With Unreal Engine
18mDiving into the deep end with Rust/C# hybrid in game project
55mBuilding next-gen games for PlayStation VR2 with
26mFrom Unity to Unreal: Codebase Design for an Indie Mobile VR Game
