UE5 Performance Test With Over 12K Projectiles Per Second VS 10K Enemies
Progress update from Allie Bri.
As Game Developer Allie Bri mentioned, there's still a lot of potential for improvement in the current setup, like using optimized acceleration structures, leveraging GPU computing, and other techniques.
"With that said, this project was years of experience and trial and error in the making. Prior to this, my best attempts could barely hit 10,000 without making my CPU cry, now I'm at a breezy 10ms game thread for 100,000 AI, so that's been nice. It is multithreaded and heavily uses parallelization, making sure to reduce data interdependencies and proper cache alignment with data-oriented design. Careful partitioning strategies help a ton", said the developer.
Apparently, the health bars don't use widgets, they're just an imported quad plane set up as an Instanced Static Mesh, with a simple material using WPO to face the camera like a billboard.
You can find more details about this interactive crowd simulation project here:
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