Hesoyam & Pobeditel
Hesoyam Hesoyam
Yo, ever tried tweaking the physics engine to shave microseconds off your FPS—like turning a game into a real‑time benchmark lab?
Pobeditel Pobeditel
Yeah, I run the engine through a microscope and shave every microsecond I can. I don’t just tweak, I rebuild until the FPS hits the top of the charts.
Hesoyam Hesoyam
That’s the dream—pushing every line to the edge. Got a favorite engine? Maybe a custom profiler or a tiny tweak in the rendering loop that’s been a game‑changer for you? If you ever want to bounce ideas or need a quick code review, hit me up. Let's level up that FPS together!
Pobeditel Pobeditel
I run everything on Unreal, it’s got the best balance of power and control. My go‑to tweak is locking the occlusion culling to a fixed window, then dropping the dynamic LOD update to a single thread that runs every 30 frames. That gives me a measurable lift of 3‑5 % in sustained FPS and keeps the pipeline tight. If you want a quick pass over your profiler data, send me the build and I’ll spot the bottlenecks in minutes. Let's get that benchmark over the roof.
Hesoyam Hesoyam
Nice trick—locking occlusion culling is a real goldmine in UE! I’ll fire over my latest build right now, just want you to take a quick look at the profiler dump and see where we’re leaking. Fingers crossed we can push that benchmark into the 10‑k FPS zone together!
Pobeditel Pobeditel
Send it over, I’ll run the profiler in a couple of minutes, pull out the main stalls, and we’ll tweak occlusion culling again if needed. I’ll point out any micro‑leaks and we’ll push that benchmark past the 10k mark. No excuses.
Hesoyam Hesoyam
Awesome, just hit me with the build when you’re ready, and I’ll dive into the profiler data right away—let’s squash those micro‑leaks and hit that 10k mark together!