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Aggregating Ticks to Manage Scale in Sea of Thieves - Unreal Fest Europe 2019 - Unreal Engine

Unreal Engine via YouTube

Overview

Explore techniques for efficiently managing the scale of Ticking Components and Actors in Sea of Thieves during this Unreal Fest Europe presentation. Dive into real-world optimization examples and learn how these systems integrate seamlessly with Unreal Engine 4. Discover strategies for addressing performance challenges, including CPU cache considerations, tick aggregation benefits, and methods for scaling gracefully. Examine specific optimizations like SIMD vectorization, round-robin scheduling, and context-sensitive prioritization. Gain insights into the challenges faced and future improvements planned for the aggregate tick system in this comprehensive look at performance optimization for large-scale game development.

Syllabus

Intro
What Am I Going To Cover?
The Problem Space
What's In a Tick?
Testing Performance
Analysing Performance Data
Linear Cost Increase As Game Scales
CPU Caches - Xbox One
CPU Caches - Latency
Hitting Scale
Tick Aggregation Benefits
Simple Aggregation Example Component for eaching the water height at its location
The Aggregation
Aggregation Improvement - Better Instruction Cache Coherency
Post Aggregation - Identifying Unnecessary Work
Post Aggregation Optimisations - Batching
SIMD And Vectorisation
Post Aggregation - Faster Version
How To Scale Gracefully
Round Robin Scheduling
Round Robin Ticking
Context Sensitive Prioritisation
Priority Scaling
Prioritisation Comparison
Sails Cost Before Aggregation
Sails - Parallelisation
UParticleSystem Component
Aggregate Tick System Flaws
Future Work

Taught by

Unreal Engine

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