Making Chorus Sing Across 10 Platforms
summary
Chorus ships across ten targets by measuring nightly builds, triaging mission dashboards, and fixing the biggest regressions first; automated Jenkins jobs capture per-location CPU/GPU stats and loading times, Pix and Unreal Insights find culprits, and manual profiled fixes plus 70% on low-end platforms drive most work. Engine changes include GetEstimatedPostLoadRTCost() to throttle render-thread loads and deferred GC to avoid stutter, totaling over a thousand engine modifications; result: stable 60 FPS on Series X and much smoother streaming.
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chapters (21)
- 0:00Chorus multi-platform journey
- 1:39Performance success ingredients
- 3:37Scaling space combat shooter
- 6:39Cross-platform optimization team
- 8:57Dedicated optimization time
- 10:08Isolation vs integrated testing
- 12:30Automated performance workflow
- 15:29Key performance metrics
- 17:06Profiling tools
- 18:34Scalable optimization strategies
- 20:46Unreal Engine features
- 23:28Level partitioning & memory
- 25:23Performance pitfalls
- 27:47Garbage collection management
- 29:43Async loading bottlenecks
- 31:17Frame rate throttling
- 33:54Refactoring heavy components
- 35:26Rewriting radar & effects
- 38:12Micro-optimization tweaks
- 39:03Results & player feedback
- 39:51Key takeaways
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