May 22, 2018

‘Optimising Gems from YAGER’ by Joakim Ohlander

In this Unreal Fest Europe 2018 presentation, Joakim Ohlander, Senior Game Engineer at YAGER, discusses how they approach optimisation in Unreal Engine 4.

During his presentation, Joakim explains how to implement pooling systems for actors and components, as well as implementing performance managers to regulate subsystems based on good or bad FPS. He also explains how to extend the skeletal mesh merger to reduce component counts as well as ways to optimise for very limited bandwidth situations.