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September 30, 2025Ever spent hours optimizing a game’s performance only to realize you’re just putting a band-aid on a bullet wound? In AAA game development, we face this reality daily. Let’s talk about how to fix problems without breaking what’s already working.
Understanding the ‘Over-Date’ Analogy in Game Development
Imagine you’re a coin collector. You find an old coin where the mint stamped a new date right over the old one. That’s what we do in game development – we layer new solutions over old code, assets, or systems.
It’s not about starting fresh. It’s about making smart changes that improve the whole thing without blowing up your schedule or budget.
Think of it like upgrading the engine in your classic car. You’re not buying a new vehicle. You’re making the one you love perform better.
Applying Over-Date Logic to Code Optimization
We all have that legacy code – maybe it’s a massive Unreal project from 2015, or a Unity game that started as a simple prototype and grew into something unwieldy. The “over-date” approach means we don’t need to rewrite everything from scratch.
Take physics, for example. Instead of rewriting your entire physics system, why not add a more efficient layer on top? Here’s how we can optimize broad-phase collision detection without touching the core system:
struct CollisionObject {
float x, y, z;
float width, height, depth;
// ... other properties
};
bool isOverlapping(const CollisionObject& a, const CollisionObject& b) {
return (a.x < b.x + b.width && a.x + a.width > b.x &&
a.y < b.y + b.height && a.y + a.height > b.y &&
a.z < b.z + b.depth && a.z + a.depth > b.z);
}
void broadPhaseCollision(std::vector
for (size_t i = 0; i < objects.size(); ++i) {
for (size_t j = i + 1; j < objects.size(); ++j) {
if (isOverlapping(objects[i], objects[j])) {
// Flag for narrow-phase collision
objects[i].needsNarrowPhase = true;
objects[j].needsNarrowPhase = true;
}
}
}
}
This spatial partitioning approach can give you a nice performance boost while keeping your existing physics code intact. It's like adding a turbocharger to a working engine.
Engine-Specific Optimization Techniques
Unreal Engine: Optimizing Blueprint and C++ Interop
Blueprints are great for prototyping, but when they start slowing things down, it's time to think about optimization. The key is to know where to focus, not to rewrite everything.
Here's what I do on my projects:
1. Find the bottlenecks: Use Unreal's Profiler to identify which Blueprints are eating up your frame time. Look for those that run every frame or get called frequently.
2. Write C++ replacements for the worst offenders: For critical Blueprints, create C++ classes that inherit from the same parent. For example:
// In C++
UCLASS()
class AMyOptimizedCharacter : public ACharacter {
GENERATED_BODY()
public:
virtual void Tick(float DeltaTime) override;
private:
void PerformOptimizedMovement();
};
void AMyOptimizedCharacter::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
PerformOptimizedMovement();
}
void AMyOptimizedCharacter::PerformOptimizedMovement() {
// Optimized movement logic here
// This replaces a complex Blueprint that was running every frame
}
3. Replace gradually: Start with the worst offenders. Then move to less critical ones as time allows. No need to rush.
Over my last few projects, this approach gave us 15-20% performance improvements in movement-heavy scenes. Not bad for a few weeks of work.
Unity: Optimizing Script Execution Order and Coroutines
In Unity, the order your scripts run can make or break your frame rate. I learned this the hard way on a project where we had a weird stutter nobody could explain. Turned out, the physics was running at the wrong time.
1. Set the script execution order: In Project Settings, prioritize scripts that need to run first. Delay the less critical ones. It sounds simple, but it's amazing how much this helps.
2. Fix your coroutines: Coroutines are great for smooth gameplay, but start too many and you'll tank your performance. Instead of starting multiple coroutines every frame, use this manager pattern:
public class OptimizedCoroutineManager : MonoBehaviour {
private List
private List
void Start() {
StartCoroutine(RunAllCoroutines());
}
public void StartManagedCoroutine(IEnumerator coroutine) {
activeCoroutines.Add(coroutine);
coroutineResults.Add(false);
}
IEnumerator RunAllCoroutines() {
while (true) {
for (int i = 0; i < activeCoroutines.Count; i++) {
if (!coroutineResults[i]) {
bool hasMore = activeCoroutines[i].MoveNext();
coroutineResults[i] = !hasMore;
}
}
yield return null;
}
}
}
On our last Unity project, this cleaned up some of our animation code and saved us about 5ms per frame. In a 60fps game, that's huge.
Reducing Latency in Multiplayer Games
Nothing kills a multiplayer game faster than lag. The "over-date" approach works well here because you often need quick fixes without overhauling your networking code.
Client-Side Prediction and Server Reconciliation
Players hate waiting. Client-side prediction lets them see their actions immediately while the server catches up. Here's a simple C++ implementation I've used on multiple projects:
struct PlayerInput {
float deltaTime;
Vector3 movementDirection;
bool jumpPressed;
};
class PlayerController {
public:
void handleInput(const PlayerInput& input) {
// Predict movement on the client
Vector3 newPosition = position + input.movementDirection * speed * input.deltaTime;
position = newPosition;
// Send input to server
NetworkManager::sendInput(input);
}
void receiveServerUpdate(const Vector3& serverPosition) {
// If the server position is significantly different, correct the client
if (Vector3::distance(position, serverPosition) > threshold) {
position = serverPosition;
}
}
private:
Vector3 position;
float speed = 5.0f;
float threshold = 1.0f;
};
This gives players instant response while still maintaining server authority. It's one of those small changes that makes a big difference in how your game feels.
Interpolation for Smooth Gameplay
When you see other players, you don't want them to teleport around. Interpolation fixes that by smoothing between positions:
class OtherPlayer {
public:
void updatePosition(const Vector3& newPosition, float updateTime) {
lastPosition = currentPosition;
currentPosition = newPosition;
lastUpdateTime = updateTime;
nextUpdateTime = updateTime + networkUpdateInterval;
}
void update(float currentTime) {
float t = (currentTime - lastUpdateTime) / (nextUpdateTime - lastUpdateTime);
t = Math::clamp(t, 0.0f, 1.0f);
Vector3 interpolatedPosition = Vector3::lerp(lastPosition, currentPosition, t);
setPosition(interpolatedPosition);
}
private:
Vector3 lastPosition, currentPosition;
float lastUpdateTime, nextUpdateTime;
float networkUpdateInterval = 0.1f; // 10 updates per second
};
Even with less frequent updates from the server, movement stays smooth. Players won't notice if you're sending updates at 10Hz instead of 30Hz, and your bandwidth usage drops.
Optimizing Game Physics
Physics can eat up a huge chunk of your frame budget. The trick is to optimize without losing the feel of your game.
Spatial Partitioning for Collision Detection
Instead of checking every object against every other object, divide your space into sections. Only check collisions between objects in the same section:
const int GRID_SIZE = 10; // 10x10 grid
const float CELL_SIZE = 100.0f; // 100 units per cell
struct PhysicsObject {
Vector3 position;
Vector3 size;
// ... other properties
};
class SpatialGrid {
public:
void insertObject(PhysicsObject* obj) {
int minX = (int)((obj->position.x - obj->size.x / 2) / CELL_SIZE);
int minY = (int)((obj->position.y - obj->size.y / 2) / CELL_SIZE);
int minZ = (int)((obj->position.z - obj->size.z / 2) / CELL_SIZE);
int maxX = (int)((obj->position.x + obj->size.x / 2) / CELL_SIZE);
int maxY = (int)((obj->position.y + obj->size.y / 2) / CELL_SIZE);
int maxZ = (int)((obj->position.z + obj->size.z / 2) / CELL_SIZE);
for (int x = minX; x <= maxX; ++x) {
for (int y = minY; y <= maxY; ++y) {
for (int z = minZ; z <= maxZ; ++z) {
if (x >= 0 && x < GRID_SIZE && y >= 0 && y < GRID_SIZE && z >= 0 && z < GRID_SIZE) {
grid[x][y][z].push_back(obj);
}
}
}
}
}
void checkCollisions() {
for (int x = 0; x < GRID_SIZE; ++x) {
for (int y = 0; y < GRID_SIZE; ++y) {
for (int z = 0; z < GRID_SIZE; ++z) {
for (int i = 0; i < grid[x][y][z].size(); ++i) {
for (int j = i + 1; j < grid[x][y][z].size(); ++j) {
if (checkCollision(grid[x][y][z][i], grid[x][y][z][j])) {
// Handle collision
}
}
}
}
}
}
}
private:
std::vector
bool checkCollision(PhysicsObject* a, PhysicsObject* b) {
// Simple AABB collision check
return (abs(a->position.x - b->position.x) * 2 < (a->size.x + b->size.x)) &&
(abs(a->position.y - b->position.y) * 2 < (a->size.y + b->size.y)) &&
(abs(a->position.z - b->position.z) * 2 < (a->size.z + b->size.z));
}
};
In open-world games with hundreds of physics objects, this can cut your physics time in half. Not bad for adding a new system on top of your existing one.
Level of Detail (LOD) for Physics
Why waste cycles simulating detailed physics for objects the player can't see? Use different physics levels based on distance:
void updatePhysics(PhysicsObject* obj, Vector3 playerPosition) {
float distance = Vector3::distance(obj->position, playerPosition);
if (distance < 10.0f) {
// Full physics simulation
obj->applyFullPhysics();
} else if (distance < 50.0f) {
// Simplified physics (e.g., only gravity and basic collisions)
obj->applySimplifiedPhysics();
} else {
// No physics, just position updates
obj->updatePositionOnly();
}
}
I use this in every open-world game I work on. For distant rubble and debris, it's perfect. Players get the visual effect without the performance cost.
Conclusion: The Power of Incremental Optimization
Game development isn't about perfect code - it's about smart compromises and steady improvements. The "over-date" approach gets you there faster.
From my experience shipping AAA titles, here's what works:
- Find the worst bottlenecks first: Focus on what's hurting your frame rate or budget.
- Add layers, not replacements: New systems over old ones, not 1:1 rewrites.
- Use the right tool for each engine: Unreal and Unity need different approaches.
- Go slow and test often: Small changes with big impact are better than massive rewrites.
- Think about the player experience: It's not just about the numbers - how does it feel?
I've used this "over-date" approach on every project since 2017. Whether it's optimizing a legacy Unreal game or fixing performance in a new Unity title, it works. The best part? You don't need a massive team or months of work. Just smart, targeted changes that make a real difference.
At the end of the day, players don't care about your code structure. They care if your game runs smoothly and feels great to play. That's what this approach delivers.
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