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OPTIMIZATION GEMS FROM YAGER
BY: JOAKIM OHLANDER
INTRODUCTION
• Joakim Ohlander – Senior Game Engineer @ YAGER
• 4.5 Years
INTRODUCTION
• YAGER - UE4 6 Years UE3 7 Years
• Reliability over performance
• Network relevancy
INTRODUCTION
Joe
Sam
INTRODUCTION
Sam
Joe
INTRODUCTION
Joe
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INTRODUCTION
Joe
Sam
INTRODUCTION
Joe
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INTRODUCTION
Joe
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INTRODUCTION
Joe
Sam
INTRODUCTION
• YAGER - UE4 6 Years UE3 7 Years
• Reliability over performance
• Network relevancy
• UE4 is made for all games
• You have to optimize for your game
• Optimization gems from YAGER
• Gems:
• Perfomance tracker
• Multiple animated components into one
• Network Pooling
INTRODUCTION
#1 PERFORMANCE TRACKER
SPECIAL THANKS: OLIVER NEUMANN, OLIVER STUBENRAUCH & FLORIAN ZENDER
PERFORMANCE TRACKER
• Framerate should run at a constant speed
• Not everything is equal
• Profile and optimize these systems
• Staff / Money resource intensive
• Reactive to frame rate changes
• State definitions
• Define tuning for these different states
VERY BAD
BAD
OK
GOOD
VERY GOOD
PERFORMANCE TRACKER
• Calculate state:
• Avg frame rate(90 frames)
• Hitches
• Future prediction 90 + N
VERY BAD
BAD
OK
GOOD
VERY GOOD
PERFORMANCE TRACKER
• Calculate state:
• Avg frame rate(90 frames)
• Hitches
• Future prediction 90 + N
• Inform subsystems and make them react
• Particles
PERFORMANCE TRACKER
• Calculate avg frame rate
• Define state of game
• Hitches
• Future prediction 90 + N
• Inform subsystems and make them react
• Projectiles & Particles
PERFORMANCE TRACKER
• Calculate avg frame rate
• Define state of game
• Hitches
• Future prediction 90 + N
• Inform subsystems and make them react
• Particles
• Significance
Low
Medium
High
Critical
PERFORMANCE TRACKER
• Calculate avg frame rate
• Define state of game
• Hitches
• Future prediction 90 + N
• Inform subsystems and make them react
• Particles
• Significance
• Game specific optimizations
• Lerp tuning variables
PERFORMANCE TRACKER
OPTIMIZE FOR YOUR GAME
PERFORMANCE TRACKER - SUMMARY
• Framerate should run at a constant speed
• Not everything is equal
• Performance tracker that tracks 90+N frames
• Subsystems react to this data and changes their behavior
#2 MULTIPLE ANIMATED OBJECTS INTO
ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
21
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
12
MULTIPLE ANIMATED OBJECTS INTO ONE
Max draw distance
Tune component Variables
Platform optimizations
MULTIPLE ANIMATED OBJECTS INTO ONE
-1.5 19.5 10.5
MULTIPLE ANIMATED OBJECTS INTO ONE
• Problem:
• Component count
• Complexity
MULTIPLE ANIMATED OBJECTS INTO ONE
• Problem:
• Component count
• Complexity
• Skeletal mesh merge
• N Skeletal meshes TO 1
• All unique bones merged
• Generates rendering data
• Outputs one skeletal mesh
MULTIPLE ANIMATED OBJECTS INTO ONE
• Does not work for our case:
• Unique animated meshes
• Runtime decided
MULTIPLE ANIMATED OBJECTS INTO ONE
• Modify Skeletal mesh merge
• Duplicate all bones
• Link together to root node
• Create the rendering data
• Output one skeletal mesh
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
• Modify Skeletal mesh merge
• Duplicate all bones
• Link together to root node
• Create the rendering data
• Output one skeletal mesh
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
• Epic animation update
• Component
• Animation instance
• Animation Proxy
• Animation Update object
• RecalcRequiredBones
• Evaluate Animation
• Component space calculation
MULTIPLE ANIMATED OBJECTS INTO ONE
• RecalcRequiredBones
• LOD Generation
MULTIPLE ANIMATED OBJECTS INTO ONE
• Evaluate Animation
• Animation Graph
• Native Evaluate
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
MULTIPLE ANIMATED OBJECTS INTO ONE
• Evaluate Animation
• Animation Graph
• Copy paste nodes
• Data -> Datatable
MULTIPLE ANIMATED OBJECTS INTO ONE
• Component space calculation
• Attached socket location
• Masked index to ComponentToWorld
MULTIPLE ANIMATED OBJECTS INTO ONE
• Problem:
• Component count
MULTIPLE ANIMATED OBJECTS INTO ONE
• Problem:
• Component count
• Skeletal mesh merge solution
• Animation update object
MULTIPLE ANIMATED OBJECTS INTO ONE
-10
MULTIPLE ANIMATED OBJECTS INTO ONE
21 -1.5 -10 9.5
MULTIPLE ANIMATED OBJECTS INTO ONE
OPTIMIZE FOR YOUR GAME
#3 NETWORK POOLING
SPECIAL THANKS: ISAAC ASHDOWN & OLIVER STUBENRAUCH
NETWORK POOLING
• Similar objects created multiple times
• Can be very expensive (2-4ms) per Object
• Network creation
2-4 MS
NETWORK POOLING
Joe
Sam
NETWORK POOLING
• Similar objects created multiple times
• Can be very expensive (2-4ms) per Object
• Network creation
2-4 MS
NETWORK POOLING
• Similar objects created multiple times
• Can be very expensive (2-4ms) per Object
• Network creation
• Solution: Pooling
• Component & Actor Pool Manager
• Internal ID referencing
• Add to GC ignore list(Root set)
• SpawnActor/ NewObject
NETWORK POOLING
• Initialize / Deregistration
• Base actor -> Owned Components
• Destroy
• Pooling states
InPool
Active
ReturnToPoolObjectProperty
GC
NETWORK POOLING
• Initialize / Deregistration
• Base actor -> Owned Components
• Destroy
• Pooling states
• Network pooling
• bAlwaysRelevant – Remove from network relevancy loop when in pool
• Pooling state management
• Replication order
• Pre Pool vs Lazy pool
• Memory & Loading times
POOLING - SUMMARY
• Expensive objects that get created over and over
• Pooling to reuse it
• Techniques what we do to implement it.
• Internal ID referencing
• RootSet
• Initialize/Deinitialize
• Reference Nulling
• Network management
• Pool the objects you need
SUMMARY
• Perfomance tracker
• Multiple animated objects into one component
• Network pooling
• Use UDN & Answerhub
• Optimization gems from YAGER
SUMMARY
OPTIMIZE FOR YOUR GAME
QUESTIONS?

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