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Analysing Performance Data
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Classroom Contents
Aggregating Ticks to Manage Scale in Sea of Thieves - Unreal Fest Europe 2019 - Unreal Engine
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- 1 Intro
- 2 What Am I Going To Cover?
- 3 The Problem Space
- 4 What's In a Tick?
- 5 Testing Performance
- 6 Analysing Performance Data
- 7 Linear Cost Increase As Game Scales
- 8 CPU Caches - Xbox One
- 9 CPU Caches - Latency
- 10 Hitting Scale
- 11 Tick Aggregation Benefits
- 12 Simple Aggregation Example Component for eaching the water height at its location
- 13 The Aggregation
- 14 Aggregation Improvement - Better Instruction Cache Coherency
- 15 Post Aggregation - Identifying Unnecessary Work
- 16 Post Aggregation Optimisations - Batching
- 17 SIMD And Vectorisation
- 18 Post Aggregation - Faster Version
- 19 How To Scale Gracefully
- 20 Round Robin Scheduling
- 21 Round Robin Ticking
- 22 Context Sensitive Prioritisation
- 23 Priority Scaling
- 24 Prioritisation Comparison
- 25 Sails Cost Before Aggregation
- 26 Sails - Parallelisation
- 27 UParticleSystem Component
- 28 Aggregate Tick System Flaws
- 29 Future Work