Making Chorus Sing Across 10 Platforms
summary
Chorus ships to ten platforms by optimizing the same codebase: Unreal Engine 4.26.1 with backports and ~1,000 engine tweaks, nightly Jenkins nightly builds feed performance dashboards, and triage targets low-end hardware first (70% effort). Blueprints that tick every frame move to C++ for a 10x speedup moving Blueprints to C++. Streaming uses fixed level bounds, a shared streaming budget and a deferred GC by 2s heuristic; explosions become skeletal meshes and UI markers become particles, delivering a stable 60 FPS on Series X.
AI-written summary · about
chapters (21)
- 0:00Chorus across platforms
- 1:27Game performance goals
- 3:34Scaling to 10 platforms
- 6:22Team workflow optimization
- 8:52Scheduling performance work
- 10:14Optimizing isolation vs integration
- 12:39Automating performance measurement
- 15:52Key performance metrics
- 16:57Profiling performance issues
- 18:41How optimizations scale
- 20:46Unreal Engine tools
- 23:14Level partitioning
- 25:20Avoiding engine features
- 27:46Garbage collection management
- 29:49Synchronous loading bottlenecks
- 31:16Throttling for smooth frames
- 33:44Fine-grained initialization
- 35:30Refactoring UI and effects
- 38:01Micro-optimizing code
- 38:41Performance optimization results
- 39:44Key takeaways
related talks
38mGrowing a Healthy UE4 Ecosystem
44mPanel - UE4 Pipelines, Teams and Tools
22mSuperstar Session: The Future is Cross Platform
19mTeaching Programming with Blueprints
55mSo You're Trying to Support a Medium Sized Studio....
37mSpeeding up Game Logic in Unreal Engine
55mBlueprints In-depth - Part 1
43mOptimizing animations in Unreal Engine 4
