How Automotive Software Engineering is Driving the Future of Connected Cars
October 23, 2025Optimizing Supply Chain Software: How to Build Smarter Warehouse & Logistics Systems
October 23, 2025In AAA game development, performance isn’t just important – it’s survival
After 15 years optimizing engines for titles shipping to millions of players, I’ve seen how milliseconds make or break launch success. Let me share real-world tactics we used to push Frostbite and Anvil further, where optimization isn’t coding – it’s craftsmanship.
C++ at the Edge: What Ships AAA Titles
You can’t fake execution efficiency when 60 frames leave you 16ms for everything. Here’s what separates prototype code from shipping-grade excellence:
Memory That Doesn’t Fight Back
During Assassin’s Creed’s crowd system overhaul, custom allocators like this cut hitches by two-thirds:
class ParticleArena {
std::vector
size_t m_currentOffset = 0;
public:
void* Allocate(size_t size) {
if (m_currentOffset + size > BLOCK_SIZE) {
m_blocks.push_back(new uchar[BLOCK_SIZE]);
m_currentOffset = 0;
}
void* ptr = m_blocks.back() + m_currentOffset;
m_currentOffset += size;
return ptr;
}
~ParticleArena() { /* batch deletion */ }
};
Data Layouts That CPUs Love
Our fighting game’s 300% cache boost came from this structural shift:
// Memory bottleneck waiting to happen
struct Fighter {
Transform transform;
Hitbox hitbox;
Health health;
};
// CPU-friendly data buffet
struct Fighters {
std::vector
std::vector
std::vector
};
Unreal Engine: Taming the Beast
Unreal can render anything – until it chokes on its own flexibility. These are the fixes that saved our open-world RPG:
Particle Systems That Scale
Niagara’s power becomes chaos without constraints. Our solution:
- Categorize particles into 3 simulation tiers by screen importance
- Hand off distant collision checks to Compute Shaders
- Replace stock wind with custom HLSL tuned for forests
Streaming That Anticipates Players
Why our 16km² city felt seamless at 140km/h:
// Predictive streaming algorithm snippet
FVector PlayerVelocity = GetCharacterMovement()->Velocity;
FVector FuturePosition = GetActorLocation() + (PlayerVelocity * 2.5f);
UWorldPartitionSubsystem::Get().LoadRegion(
FuturePosition,
FMath::Clamp(PlayerVelocity.Size() * 0.2f, 500.0f, 2500.0f)
);
Unity’s Secret Weapon: Burst + Jobs
When our mobile MOBA needed console-quality animation, these tricks delivered:
Mass Combat Without Main-Thread Suicide
How we parallelized 800+ NPCs on Snapdragon 7 Gen 1:
[BurstCompile]
public struct NPCLogicJob : IJobParallelFor
{
public NativeArray
public NativeArray
public void Execute(int index)
{
Vector3 separationForce = CalculateSeparation(index);
Velocities[index] += separationForce * Time.deltaTime;
Positions[index] += Velocities[index] * Time.deltaTime;
}
}
The Hybrid ECS Advantage
Artists got their workflows, engineers got speed:
“Blending GameObjects with pure ECS tripled our on-screen unit count while keeping Maya exports intact” – Lead Engineer, Project Titan
Physics: Taming the Performance Black Hole
Nothing tanks frame rates faster than physics overkill. Our Havok tuning rules:
Collision Layers That Actually Work
The filter system that saved our destruction sim:
- Layer 0: Immovable environments
- Layer 1: Player characters
- Layer 2: Fast-moving projectiles
- Layer 3: Disposable debris
CCD: Quality Where It Matters
Smart compromises for different object types:
| Object Type | CCD Mode | Performance Gain |
|---|---|---|
| Player Character | Full CCD | Baseline |
| Bullets | Raycast Proxy | 47% faster |
| Debris | Discrete Only | 82% faster |
Killing Latency in Competitive Games
Our FPS netcode innovations became the studio standard after cutting perceived lag by 60ms:
Prediction That Doesn’t Fight Players
A three-stage reconciliation system:
- Client predicts immediately for responsiveness
- Server runs dual simulations for fairness
- Subtle corrections that don’t break immersion
Input Handling That Beats Lag Spikes
Our custom buffer smooths over even satellite-level ping:
struct InputBuffer {
CircularBuffer
float lastProcessedTime;
void AddInput(UserInput input) {
inputs.push_back(input);
}
UserInput GetInputForTime(float serverTime) {
// Binary search for closest match
return *std::lower_bound(inputs.begin(), inputs.end(), serverTime);
}
};
The Optimizer’s Creed
AAA performance happens when you chase milliseconds like a jeweler examines diamonds – with obsession, expertise, and the right tools. These techniques delivered 120fps in sprawling cities and pro-level responsiveness in esports titles. Remember: The magic isn’t in one grand fix, but in hundreds of precise tweaks – each polishing your engine until it shines.
Related Resources
You might also find these related articles helpful:
- How Automotive Software Engineering is Driving the Future of Connected Cars – Your Car is Now a Supercomputer on Wheels As an automotive software engineer, I’m still amazed by how far we’…
- How LegalTech Can Learn from Coin Grading: Building Precision in E-Discovery Software – When LegalTech Meets Rare Coins: Precision Lessons for E-Discovery Legal teams face a modern challenge: finding critical…
- Building HIPAA-Compliant HealthTech Solutions: A Developer’s Field Guide to Secure Innovation – If you’re building healthcare software, you already know HIPAA isn’t optional – but let me show you ho…