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After 15 years optimizing games for PlayStation and Xbox, I’ve noticed something unexpected: crafting high-performance games feels eerily similar to appraising rare coins. You know that moment when a collector spots a 1909-S VDB penny and analyzes every hairline detail? That’s exactly how we approach game optimization – obsessing over every frame, every millisecond of input lag, every megabyte of VRAM. Let me show you how these worlds collide and share actionable techniques we use with Unreal, Unity, and custom engines.
Texture Optimization: Grading Your Asset Pipeline
The “Mint Condition” Asset Standard
Just like coin graders scrutinize surface quality, we judge textures by their optimization impact. Our studio uses a three-tier system:
- Tier 0 (4K PBR): Reserved for weapons or characters literally in the player’s face – max two per scene
- Tier 1 (2K): Interactive objects like doors or loot items
- Tier 2 (1K): Background elements that fade into the distance
Here’s how we enforce texture tiers in Unreal:
// TextureLODSettings.ini
[TextureLODGroups]
Group=TEXTUREGROUP_HighDetail
MinLODSize=2048
MaxLODSize=4096
LODBias=0
Streaming Like a Coin Authentication
Remember how specialists X-ray coins to verify authenticity? We apply that same scrutiny to texture streaming. This Unity coroutine loads textures only when needed:
IEnumerator StreamTextures(GameObject obj, int tier) {
string path = $"Textures/Tier{tier}/{obj.name}";
ResourceRequest req = Resources.LoadAsync(path);
while (!req.isDone) yield return null;
obj.GetComponent().material.mainTexture = req.asset as Texture;
}
Physics Optimization: Calculating Collision Grades
Precision Collision Modeling
We treat collision meshes like rare coin surfaces – every unnecessary polygon decreases value. Our golden rules:
- Replace complex meshes with convex hull approximations
- Use two-phase collision checks (quick scan first, detailed after)
- Never recalculate collisions for static objects
This C++ snippet shows how we optimize Bullet Physics shapes:
void OptimizeCollisions(btCollisionShape* shape) {
shape->setMargin(0.1f); // Slightly thicker edges
shape->setUserPointer(GetSimplifiedConvexHull());
EnablePersistentContactManifold(true);
}
Frame Pacing: The Rhythm of Performance
Smooth frame rates feel like examining a perfectly preserved coin under light – every detail matters. For buttery gameplay:
- Implement triple buffering (Nvidia’s FrameView helps)
- Sample inputs when the GPU is mid-refresh
- Use UE5’s RDG markers to track GPU work
Memory Management: Curating Your Collection
Allocation Strategies That Work
Just like collectors display only their best pieces, we’re ruthless with memory. Our approach:
- Separate memory pools for physics vs audio systems
- Custom STL allocators with hard limits
- Reuse memory through UE5’s frame graphs
This custom C++ allocator prevents memory bloat:
template
class GameAllocator {
public:
void* allocate(size_t size) {
if (current + size > ArenaSize)
throw std::bad_alloc();
void* ptr = &arena[current];
current += size;
return ptr;
}
private:
alignas(64) char arena[ArenaSize];
size_t current = 0;
};
Parallel Processing Done Right
Modern job systems work like teams of grading experts – everyone focuses on their specialty. Our UE5 physics threading:
void RunPhysicsJobs() {
FGraphEventArray Tasks;
for (int i=0; i
[=](){ ProcessPhysicsBatch(i); }, TStatId(), nullptr, ENamedThreads::AnyThread));
}
FTaskGraphInterface::Get().WaitUntilTasksComplete(Tasks);
}
Your Performance Grading Checklist
Before your next milestone review:
- Use RenderDoc/PIX to find “questionable” resource allocations
- Set strict memory budgets per system (no exceptions!)
- Auto-scale textures based on platform capabilities
- Implement UE5’s frame graph diagnostics
The Art of Performance Craftsmanship
True AAA optimization mirrors curating a world-class collection – it’s never done. Every frame-rate dip you smooth, every stutter you eliminate, every megabyte you reclaim is another rare piece in your performance portfolio. What will you optimize next to make your game feel as flawless as an 1854-S $5 gold piece under a loupe?
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