~/talk

Making Chorus Sing Across 10 Platforms

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

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

  1. 0:00Chorus across platforms
  2. 1:27Game performance goals
  3. 3:34Scaling to 10 platforms
  4. 6:22Team workflow optimization
  5. 8:52Scheduling performance work
  6. 10:14Optimizing isolation vs integration
  7. 12:39Automating performance measurement
  8. 15:52Key performance metrics
  9. 16:57Profiling performance issues
  10. 18:41How optimizations scale
  11. 20:46Unreal Engine tools
  12. 23:14Level partitioning
  13. 25:20Avoiding engine features
  14. 27:46Garbage collection management
  15. 29:49Synchronous loading bottlenecks
  16. 31:16Throttling for smooth frames
  17. 33:44Fine-grained initialization
  18. 35:30Refactoring UI and effects
  19. 38:01Micro-optimizing code
  20. 38:41Performance optimization results
  21. 39:44Key takeaways
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