Micro Optimizations Episode 1

Since I joined the Dreadnought team, I have been working almost exclusively on performance optimizations. For the PS4 platform, our game is CPU-bound, specifically on the game thread. To give you some background, we use Unreal Engine 4 which has 1 game thread, 1 render thread, plus some helper task graph threads (based on your settings and core-count). Usually it takes days – and perhaps even weeks – to fix one of the worst offenders. However, sometimes I come across low-hanging fruit where the problems / solutions are simple, and have noticeable effects on performance. ...

August 19, 2016 · 5 min · Wessam Ibrahim