DevCodeChronicles
Articles about game development.
Performance in an open-world Unreal Engine 5 game, Part 1: Engine defaults and build configuration
Config and toolchain wins any Unreal Engine team can evaluate in a week: link flags, device-profile audits, GC cadence and frame pacing.
Performance in an open-world Unreal Engine 5 game, Part 2: Simulating a city on a 16.7ms budget
The systems we built to make an open-world city affordable: cell streaming, spirits, fixed-step physics, rate capping, pooling and batched ticking.
Performance in an open-world Unreal Engine 5 game, Part 3: Keeping the work inside the frame
Frame-time budgets and their failure modes, garbage collection, significance and the animation budget, streaming spikes, and work nobody consumed.
Performance in an open-world Unreal Engine 5 game, Part 4: The process: experiments and the weekly meeting
How we ran performance experiments on console, the ten rules we follow, and the weekly meeting that kept performance from drifting back.