~/talk

Replication Graph For Optimizing Real-Time Strategy Games

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

Shows concrete wins: using Unreal’s Network Profiler with a deterministic 30s capture (20 units per player, skip first 2s) finds trees costing ~1,600 KB. Changing gameplay tags from full strings to index replication drops tree traffic to ~500 KB and tag bytes from ~1,300 to ~60, toggling BReplicateMovement cuts another chunk. Migrating to Replication Graph (the tech Epic built for 50,000 Actors to 100 connections) and a vision-based node that replicates only seen units yields large bandwidth and CPU reductions; code and nodes are on GitHub.

AI-written summary · about

  1. 0:00RTS game optimization intro
  2. 2:36Test scenario setup
  3. 4:23Network perf in Unreal Engine
  4. 9:51Bandwidth bottlenecks in trees
  5. 11:14Gameplay tag replication
  6. 12:43Static object movement off
  7. 14:55Excluding init spikes
  8. 16:22Replication Graph scaling
  9. 19:38Relevancy checks improved
  10. 22:31Basic Replication Graph setup
  11. 24:41Production readiness
  12. 26:53Vision-based nodes
  13. 31:21Open-sourcing Replication Graph
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