~/talk

Fantastic Bottlenecks and Where to Find Them

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

Shows concrete fixes and measurable wins: use soft references and default small textures to avoid accidental hard loads, avoid non‑power‑of‑two textures (one extra pixel can blow memory ~10x), and prefer proper texture groups. Occlusion testing of 35,000 queries costs ~13 ms; a movable light with 55,000 unit radius makes its shadow ~20 ms; stationary lighting can be almost twice slower than full dynamic. Use instanced Static Meshes carefully (merging kills culling), simplify collisions to halve frame time, and disable physics on far cars to cut physics time ~5x.

AI-written summary · about

  1. 0:00Intro
  2. 0:22Introduction Ports
  3. 2:41Common bottlenecks bestiary
  4. 4:39Assets references
  5. 6:40Non Power of Two Textures
  6. 8:11Texture compression types - Choose compression type for the job Default compression
  7. 9:07Shader Permutations
  8. 11:09Culling
  9. 15:11Material Slots
  10. 16:22Texel Density
  11. 19:37Draw Calls
  12. 23:23Simplified Materials
  13. 24:24Hide-and-Seek
  14. 27:10Photoreal fans. Lighting
  15. 29:24Photoreal fans. Materials
  16. 33:57Photoreal fans. Textures DONTS
  17. 35:15Sense of Depth
  18. 36:07Collision complexity 83 ms
  19. 36:44Physics LODS
  20. 37:29Overlap Tests
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