JakeSimpsonDev

76 posts

JakeSimpsonDev

JakeSimpsonDev

@JakeSimpsonDev

Unreal Developer. Associate Lead Programmer @TanglewoodGames

Middlesbrough, England Katılım Haziran 2022
310 Takip Edilen71 Takipçiler
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JakeSimpsonDev
JakeSimpsonDev@JakeSimpsonDev·
It’s online! For anyone wanting to take a look at my Unreal Fest Prague talk, Optimising the Game Thread. This is now available to check out here. If anyone has any questions or follow ups please don’t hesitate to reach out. youtu.be/KxREK-DYu70?si…
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Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
Most games make their corpses disappear, but in Starship Troopers: Extermination, they don't only keep them but also replicate and let players walk on the piles of corpses. See how they did it in this Unreal Fest talk on their "Carnage" system: youtube.com/watch?v=dengjP… #uetips
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Tom Looman
Tom Looman@t_looman·
TIL that UE 5.5 new Tick Batching does not sort by class at all, and is completely different from what I thought. It instead checks for things like matching tick prerequisites, start/end tick group , !bIsHighPriority, and bAllowTickBatching on that particular tick function. So you'll find all sorts of different classes together in a single batch unlike what most folks would attempt when rolling their own tick batching/aggregation.
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GameDevMicah✈️UNREALFEST👉CHICAGO
My 2024 UEFN Optimization Tip of the YEAR 🥳 1. Disable "Propagate Draw Distance on Additional Component" on small level Actors, or details you can cull 2. SET A "Max Draw Distance" for that Component 3. TEST with "G" in your viewport, and adjust distances Propagate Draw Distance is used to force objects to render in a group so they don't render in just parts at range, and will force the max draw distance to something larger than we need it for many small item. I show here a 5,000 unit distance to the floors of this platform. 5000 Units for things like icons, backgrounds, small objects within rooms may be overkill! Only one of the 4 floors has Prop Draw Dist enabled, and the rest of the platform also has it enabled. Its enabled by default. When we reduce the max draw range, we just make it easier on Unreal, and remove work it has to do each frame, and can also free up the GPU with less to render. Doing this over all of your level components, adds up! You should see improvements vs default, and no visual difference, with enough testing to adjust distances based on your levels geometry. Anything you cull this way at short distances, may also be excluded from HLODs for cheaper HLODS/package sizes and generation time. Cheers to 2025! Cheers to Gamedev! 💪💪💪
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Ev Schwab
Ev Schwab@evelyn_schwab·
Cool enhanced input feature I was not aware of (knowing about this would have saved so much time in previous projects. I am in mourning).
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Tom Looman
Tom Looman@t_looman·
The launch is already a mega success! Thanks everyone for the support! Very excited now to continue adding more and more optimization lessons in the next few months!
Tom Looman@t_looman

It’s finally here! My Performance Optimization Course for Unreal Engine is launching today! With 65+ lessons completed and more on the way! I’m so excited to have people dig in! Get $50,- off for a limited time. courses.tomlooman.com/p/unrealperfor…

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Tom Looman
Tom Looman@t_looman·
It’s finally here! My Performance Optimization Course for Unreal Engine is launching today! With 65+ lessons completed and more on the way! I’m so excited to have people dig in! Get $50,- off for a limited time. courses.tomlooman.com/p/unrealperfor…
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JakeSimpsonDev
JakeSimpsonDev@JakeSimpsonDev·
It’s online! For anyone wanting to take a look at my Unreal Fest Prague talk, Optimising the Game Thread. This is now available to check out here. If anyone has any questions or follow ups please don’t hesitate to reach out. youtu.be/KxREK-DYu70?si…
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Tom Looman
Tom Looman@t_looman·
I've opened up early enrollment to my UE5 Performance Optimization Course for my existing (C++) students. Bigger announcement will follow next week! Check your inbox or the C++ course curriculum for details and discount!
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Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
I didn't expect a profiling talk to become this popular, so I'm super stoked to see that "Maximizing Your Game's Performance in UE" has passed 100,000 views! Glad to see so many performance conscious developers, and hope it helped many upcoming games! ❤ youtube.com/watch?v=GuIav7…
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Nicholas Kole
Nicholas Kole@FromHappyRock·
My project, that I've been pouring my heart and soul into for 3 years, has just been cancelled at phoenix labs and myself and the entire incredible team have been fired. We were weeks away from announcing- I'm just numb and heartbroken, but I'm definitely available for work now
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Nicholas Kole
Nicholas Kole@FromHappyRock·
WELL. Our cancelled project of the last 3 years is officially, truly dead as of today (internal attempts to save it failed), and the embargo on the whole body of portfolio work has been lifted. RIP Project Dragon. Brace yourselves for the largest ever art bomb of work I loved 👁️
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QUANDINI 🥝
QUANDINI 🥝@QUANDINI_·
if you didn't know about Cheat Manager extensions in #UnrealEngine, now you do! I find them particularly helpful for plugins that I reuse in projects.
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Andreas
Andreas@AndiDev_·
@QuodSoler Alex did a great job for this video I produced. I was hoping to do not like those but it didn’t manifest. youtu.be/6485d5Zoc_k?si…
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Ghislain Girardot
Ghislain Girardot@GhislainGir·
Oh, I apparently completely missed this video :) Worth the watch for 'blueprinters' who want to dive into CPP! (you should 🫵)
Andreas@AndiDev_

@QuodSoler Alex did a great job for this video I produced. I was hoping to do not like those but it didn’t manifest. youtu.be/6485d5Zoc_k?si…

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