~/talk

Speeding up Game Logic in Unreal Engine

Talkat Unreal Fest Online 2020 · on Tuesday, 2020-07-14· [game-development, concurrency]
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slides:none on file

Claims an ECS-style framework called FGL that stores small USTRUCT POD components in contiguous pools, schedules processors via an extended taskgraph with automatic batching and access-pattern locking, and adds views, tags and threaded-writes for safe parallelism. Measured on a radius-check demo: vanilla Unreal tick runs 6.8s, contiguous-memory single-thread FGL cuts that by 99% to 66.6ms, SpatialHash drops to 19.5ms, and full WorkerThreads reach ~6ms. Integration hooks modify UnrealHeaderTool, add an FReplicator proxy for replication, and provide Blueprint-accessible FGL ticks; system is built and effective.

AI-written summary · about

  1. 0:00The bottleneck of game logic
  2. 0:56Unreal Engine ticking issues
  3. 2:29Entity Component System
  4. 4:43Conan Exiles performance case
  5. 6:14Designing the FGL framework
  6. 9:34Using views and tags
  7. 11:44Processor logic and scaling
  8. 14:26Damage processor example
  9. 16:41Registration and parameters
  10. 18:54Performance insights
  11. 21:30Component pool management
  12. 24:25The simulation exercise
  13. 26:00Comparing performance results
  14. 27:35Spatial hash map impact
  15. 28:45Unreal Engine integration
  16. 30:44Handling waterfalls and RPCs
  17. 31:42Networking and replication
  18. 32:29Blueprint integration
  19. 33:53Lessons learned and conclusion
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