<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>DevCodeChronicles</title><description>Articles about game development.</description><link>https://devcodechronicles.com/</link><item><title>Performance in an open-world Unreal Engine 5 game, Part 1: Engine defaults and build configuration</title><link>https://devcodechronicles.com/blog/open-world-ue5-performance-part-1/</link><guid isPermaLink="true">https://devcodechronicles.com/blog/open-world-ue5-performance-part-1/</guid><description>Config and toolchain wins any Unreal Engine team can evaluate in a week: link flags, device-profile audits, GC cadence and frame pacing.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Performance in an open-world Unreal Engine 5 game, Part 2: Simulating a city on a 16.7ms budget</title><link>https://devcodechronicles.com/blog/open-world-ue5-performance-part-2/</link><guid isPermaLink="true">https://devcodechronicles.com/blog/open-world-ue5-performance-part-2/</guid><description>The systems we built to make an open-world city affordable: cell streaming, spirits, fixed-step physics, rate capping, pooling and batched ticking.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Performance in an open-world Unreal Engine 5 game, Part 3: Keeping the work inside the frame</title><link>https://devcodechronicles.com/blog/open-world-ue5-performance-part-3/</link><guid isPermaLink="true">https://devcodechronicles.com/blog/open-world-ue5-performance-part-3/</guid><description>Frame-time budgets and their failure modes, garbage collection, significance and the animation budget, streaming spikes, and work nobody consumed.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Performance in an open-world Unreal Engine 5 game, Part 4: The process: experiments and the weekly meeting</title><link>https://devcodechronicles.com/blog/open-world-ue5-performance-part-4/</link><guid isPermaLink="true">https://devcodechronicles.com/blog/open-world-ue5-performance-part-4/</guid><description>How we ran performance experiments on console, the ten rules we follow, and the weekly meeting that kept performance from drifting back.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate></item></channel></rss>