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

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

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Intro

1 of 29

1 of 29

Intro

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

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

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