~/talk

Aggregating Ticks to Manage Scale in Sea of Thieves

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
links:none on file
slides:none on file

Rare engineers show that aggregating per-object Tick calls into aggregated tick collections and batching queries cuts instruction-cache churn and drops worst-case CPU costs: e.g., water-height ticks go 5.2x faster, sail updates drop ~2.5x (1.539 ms average to ~0.5 ms), overall frames improve from ~113 ms to ~43 ms on Xbox One. Tooling includes PIX, TeamCity, WPA and Unreal stat files; tick count examples fall from 786 ticks to 1, saving ~25% of BeginFrame. Prioritization uses context-sensitive prioritization by distance and scaled latency per frame.

AI-written summary · about

  1. 0:00Intro
  2. 1:58What Am I Going To Cover?
  3. 3:02The Problem Space
  4. 3:58What's In a Tick?
  5. 5:11Testing Performance
  6. 6:13Analysing Performance Data
  7. 9:52Linear Cost Increase As Game Scales
  8. 11:02CPU Caches - Xbox One
  9. 12:14CPU Caches - Latency
  10. 15:06Hitting Scale
  11. 17:47Tick Aggregation Benefits
  12. 18:54Simple Aggregation Example Component for eaching the water height at its location
  13. 19:50The Aggregation
  14. 21:34Aggregation Improvement - Better Instruction Cache Coherency
  15. 21:52Post Aggregation - Identifying Unnecessary Work
  16. 22:42Post Aggregation Optimisations - Batching
  17. 23:57SIMD And Vectorisation
  18. 24:37Post Aggregation - Faster Version
  19. 25:49How To Scale Gracefully
  20. 26:34Round Robin Scheduling
  21. 27:08Round Robin Ticking
  22. 28:21Context Sensitive Prioritisation
  23. 28:55Priority Scaling
  24. 29:22Prioritisation Comparison
  25. 32:22Sails Cost Before Aggregation
  26. 33:29Sails - Parallelisation
  27. 34:05UParticleSystem Component
  28. 35:16Aggregate Tick System Flaws
  29. 36:31Future Work
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