I Created a Game Engine Just to Optimise This

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  • Опубліковано 27 тра 2024
  • Download the source code for all my videos here: / vercidium
    I spent the past 6 years creating a game engine and I've been shocked at the things that can make or break performance.
    I put together 2 simple optimisations you can use to stop your games from stuttering.
    Music is Irradiant and Spirit by Disjoint Square
    disjointsquare.bandcamp.com
    Timestamps
    0:00 Intro
    0:16 Burgers
    0:36 The Problem
    1:16 Alerts
    1:52 Two Meshes
    2:57 The Kitchen
    3:24 Classes
    4:04 Over 9000 FPS?
    4:34 Interactive Demo
    #gamedev #gamedevelopment #gameengine
  • Наука та технологія

КОМЕНТАРІ • 1,1 тис.

  • @Vercidium
    @Vercidium  4 місяці тому +481

    Download the source code for all my videos here: patreon.com/vercidium
    If you have any rendering or game dev questions, ask them here!

    • @utilizator500
      @utilizator500 4 місяці тому +15

      Christ, could you have made the code any smaller? I don't know what 4k 60 inch monitor you have but this is bad on small screens.

    • @FortisConscius
      @FortisConscius 4 місяці тому +1

      Have you looked at Minetest, per chance? Do you have thoughts about it?

    • @_vicary
      @_vicary 4 місяці тому +7

      Is this technique used by any popular game engines and why?

    • @Greedy-Allay
      @Greedy-Allay 4 місяці тому +12

      I feel like they should stop inventing new hardware, and instead try to optimise games so they work with the "older" hardware if you know what i mean

    • @monicde4570
      @monicde4570 4 місяці тому +5

      Recently I learned about Vram for optimization. My game uses Unity and mixes 2D and 3D. So we have a lot of hand-paint texture, filling up my Vram. Starting to learn how Vram works. I found most tech is a comparison for disk size like jpg but when it sends GPU is still big(I know Crunch but it is just for fast decompression not reduced size). Found the only thing I could do was pack the channel and tell the artist to reduce texture count and separate scenes into small chunks to load.
      I want to know more about Vram's work and if there is any way non-destructive or lost too much texture quality to be optimized in modern GPU. Anything even not for unity is appreciated!

  • @ThislsYusuf
    @ThislsYusuf 4 місяці тому +8953

    The greater skill here isn't code optimization, but rather how you break it down with tasty metaphors to make for easily digestible content. Kudos.

    • @Tuhar
      @Tuhar 4 місяці тому +196

      I too, am now hungry for burgers.

    • @DriftJunkie
      @DriftJunkie 4 місяці тому +140

      Just let this man cook

    • @ThislsYusuf
      @ThislsYusuf 4 місяці тому +56

      Haha, he's cooking fr@@DriftJunkie

    • @Nerthexx
      @Nerthexx 4 місяці тому +38

      Analogy an average american can understand, yes.

    • @reed6514
      @reed6514 4 місяці тому +16

      I prefer strawberry flavored metaphors 🍓

  • @ARTEMISXIX
    @ARTEMISXIX 4 місяці тому +4075

    Vercidium trying to explain game engine optimisation to an American:
    "So imagine a burger."

    • @emporioalnino4670
      @emporioalnino4670 4 місяці тому +429

      They should make a version more at home for Aussies
      "Ok so imagine a parma.."

    • @Vercidium
      @Vercidium  4 місяці тому +396

      @@emporioalnino4670 I love a good parma

    • @violet_broregarde
      @violet_broregarde 4 місяці тому +86

      @@emporioalnino4670 What's a parma, a chicken parmesan? That's standard bar food in Australia? I love that

    • @CanalDoPhillipeMEME
      @CanalDoPhillipeMEME 4 місяці тому +38

      most healthy american breakfest be like

    • @Vercidium
      @Vercidium  4 місяці тому +87

      @@violet_broregarde a chicken parmigiana

  • @Necrotechian
    @Necrotechian 4 місяці тому +4435

    123 optimization videos later: This game runs so smooth you can get 4k graphics with 120 frames a second on a potato clock even without the potatoes.

    • @uis246
      @uis246 4 місяці тому +101

      Quake 666

    • @SethbotStar
      @SethbotStar 4 місяці тому +185

      I think the first arm cpu was so energy efficient that it ran on ambient electricity or something like that, maybe that could be an actual goal point of optimization, to have it run on that.

    • @RowbotMaster
      @RowbotMaster 4 місяці тому +210

      ​@@SethbotStarrebuilds crysis to run on a single double A for a year

    • @elcalabozodelandroide2
      @elcalabozodelandroide2 4 місяці тому +61

      ​@@RowbotMasterand yet it remains un-portable for the switch bc nintendo.

    • @MichaelChin1994
      @MichaelChin1994 4 місяці тому +89

      He's gonna get Doom working on an Ancient Roman sun dial

  • @KilledByAPixel
    @KilledByAPixel 4 місяці тому +840

    This is why you can use double buffering, which is kind of like what you are doing but instead of for the framebuffer, you are doing it for the mesh. Normally GPU operations queue up in the buffer, they aren't meant to be completed by the end of the refresh. If you use a double buffered system, it allows everything to render without a stall, because when a stall would have occurred, it just shows the back buffer like normal.

    • @SirNightmareFuel
      @SirNightmareFuel 4 місяці тому +85

      Thank you! so that's where I recognised this technique, it's like a Double Buffering👍❤
      Its probably still worth it, but the trade off you have with this technique is with the increased memory usage, as you'd about double the memory needed for the area around the player, and it adds more complexity managing these separate sources of meshes.

    • @OMGclueless
      @OMGclueless 4 місяці тому +71

      @@SirNightmareFuel That's true but GPUs have massive amounts of very-fast memory these days in order to support the heavy texture bandwidth of AAA games. Doubling or even 10x'ing the memory used by the meshes is not a huge deal because they all refer to the same textures and the textures are the most memory-hungry part of rendering unless you go crazy with poly-count.

    • @1Maklak
      @1Maklak 4 місяці тому +31

      It's even better with tripple buffering. One framebuffer is displayed on screen, one is being rendered to and the third one is ready to be displayed. When the part of hardware responsible for displaying is done with a display cycle (or VSync kicks in), it looks at the buffers and either displays the same one again or displays the ready buffer if it is newer. When the part that does the rendering is done, it marks it's buffer ready, then renders into whichever of the other buffers is not being displayed. This way the newest ready buffer is always displayed, rendering works continuously and there is no tearing, at least in theory.

    • @javaguru7141
      @javaguru7141 4 місяці тому +30

      The real downside to this type of technique when used for the framebuffer is latency. I can't play games with triple buffering except on very high refresh-rate monitors because the latency causes me nausea (except with an uncapped internal/buffer refresh rate which doesn't seem to be commonly implemented sadly).

    • @sarkedev
      @sarkedev 4 місяці тому +1

      Yup, screen buffer was my first thought too.

  • @stormsoendergaard3023
    @stormsoendergaard3023 4 місяці тому +984

    This is standard behavior in all major game engine used in production for the last 10-15 years.

    • @diddlenfiddle7311
      @diddlenfiddle7311 4 місяці тому +279

      I was thinking that might be the case because unless I'm missing something, which is likely, he's described async code

    • @bradbradford8576
      @bradbradford8576 4 місяці тому +377

      I wonder when someone working at Minecraft is going to find out. Split screen with my kids is ridiculous if anyone is crafting. It freezes every time

    • @gendalfgray7889
      @gendalfgray7889 4 місяці тому +19

      UE already have that?

    • @greatbriton8425
      @greatbriton8425 4 місяці тому +36

      I'd be surprised if this was true.

    • @Unethical.Dodgson
      @Unethical.Dodgson 4 місяці тому +66

      @@greatbriton8425 Yeah it was definitely an exaggeration but he's right that it's not new.

  • @joeroeinski1107
    @joeroeinski1107 4 місяці тому +692

    Semaphores could also be ideal as fences can cause the CPU to stall waiting for GPU work to finish. Semaphores would allow for exclusive synchronization of GPU tasks ensuring the CPU is constantly writing commands and the GPU is constantly processing them. Great video nonetheless.

    • @oliverer3
      @oliverer3 4 місяці тому +18

      Love semaphores, very useful if a bit scary!

    • @Stoney3K
      @Stoney3K 4 місяці тому +38

      In real world implementations these are probably implemented as semaphores, because the transferring of data is being done in a background thread anyway. The busy-waiting done by a fence is probably done here for simplicity purposes because it makes the 'waiting' part easier to explain.

    • @joeroeinski1107
      @joeroeinski1107 4 місяці тому +14

      @@Stoney3K Yes. Transfers don't just run as a background thread, but DMA transfers over PCIe can be done completely async to the rest of the system (and GPUs often have dedicated transfer queues to accommodate this, allowing for ultra-fast async transfer from the CPU). Nowadays you can just generate some data yourself on the GPU though in compute, eliminating the need to transfer entirely and keeping everything local to VRAM.

    • @Stoney3K
      @Stoney3K 4 місяці тому +7

      @@joeroeinski1107True if you consider transferring of things like textures and shaders from the CPU to the GPU. But most of the waiting is often caused by the game loading in or parsing new assets from disk, which make it noticeably slow because I/O is *much* slower than CPU/GPU/memory access.
      It's even more pronounced when the game is an online one and the assets have to be fetched from an offsite server.

    • @joeroeinski1107
      @joeroeinski1107 4 місяці тому +2

      @@Stoney3K Absolutely, though with emerging technology such as DirectStorage this soon may not be an issue.

  • @stratos2
    @stratos2 4 місяці тому +501

    I just binged all of your optimisation videos. The metaphors are awesome and easy to follow, the code and graphics are clean, the voiceover is easy to understand. This is what I wish school/university was like. Instant subscribe, you have earned a place among my favorite UA-camrs. Thank you for your work.

    • @Vercidium
      @Vercidium  4 місяці тому +38

      Far out, thank you! I'm stoked you like them and hope they help!

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 4 місяці тому +6

      I can’t read the tiny font

    • @DaStuntChannel
      @DaStuntChannel 4 місяці тому +2

      school/university should teach you how to come up with these ideas by yourself

    • @NicosoftNT
      @NicosoftNT 4 місяці тому +1

      @@DaStuntChannel Universities teach you 15 years old techniques in a field that is always 5 years ahead and counting.

    • @DaStuntChannel
      @DaStuntChannel 4 місяці тому +2

      @@NicosoftNT That as well

  • @SatisfiedOnion
    @SatisfiedOnion 4 місяці тому +208

    I love this man's food analogies as much as this guy loves his optimization.
    Amazing video, I'm so in love with the animations!

  • @duncathan_salt
    @duncathan_salt 4 місяці тому +73

    It's worth noting that for some games, the additional input delay might be considered unacceptable. Most games it won't matter but in those rare cases it may be necessary to explore alternatives

    • @markdmckenna
      @markdmckenna 3 місяці тому +5

      I think this technique won't increase input delay. It effectively just leaves old geometry on screen until new geometry is available. At worst you'll get "pop ins" instead of stalls.

    • @X606
      @X606 3 місяці тому +6

      @@markdmckennait it does add input delay, think of it this way: now you're shipping a whole frame with this old mesh instead of the new one, that might take 16ms or so, but what if 5ms into those 16ms the transfer completes? now you still have to wait for the full frame to be drawn before we can include the new mesh in the next frame. Whereas if we just stalled for those 5ms we'd only have to wait 5+16 ms instead of 16+16ms

    • @markdmckenna
      @markdmckenna 3 місяці тому +5

      @@X606 Maybe a different definition of input delay here? IMO as long as we're providing "reasonably" up to date geometry for the user to interact with, there is no added input delay.

    • @Ghorda9
      @Ghorda9 2 місяці тому

      @@markdmckenna instead you get more render latency.

  • @inferno3197
    @inferno3197 4 місяці тому +56

    You lost me at burger

  • @goatmeal5241
    @goatmeal5241 4 місяці тому +40

    It really was worth buying this 16,000 fps monitor---this is the first video to really use it to its fullest, but boy is it glorious.

    • @waltonsimons12
      @waltonsimons12 4 місяці тому +10

      Waste of money. Nobody needs 16,000 fps. 12,000 is more than enough.

    • @AntiAntYT
      @AntiAntYT 4 місяці тому +5

      the eye doesn't see more than 4,000 fps

    • @nukesrus2663
      @nukesrus2663 4 місяці тому +13

      @@waltonsimons12 Trust me dude, once you've experienced 16,000 fps, 12,000 feels like looking at a slideshow.

    • @aqua-bery
      @aqua-bery 4 місяці тому

      ​@@AntiAntYTthe eye sees up to 60fps. Everything above is still useful, because the world runs at ∞ FPS, so the closer your pc can be to that, the better it will ~feel~

    • @luviam0001
      @luviam0001 4 місяці тому +5

      @@aqua-bery Eyes can see much more than 60fps. The visual difference from 60fps to 120fps is quite noticeable as 120fps is just a lot smoother visually and your eyes can see that difference.

  • @Mint25pop
    @Mint25pop 4 місяці тому +82

    Videos like this are rare to find But It has to be my favorite type of video by far, making code run faster, better gaming experience, GPU goes vroom I love it!

    • @Vercidium
      @Vercidium  4 місяці тому +8

      Thank you, more videos to come!

  • @starplatinum3305
    @starplatinum3305 4 місяці тому +82

    Bro i need more optimization videos this is amazing af

    • @Vercidium
      @Vercidium  4 місяці тому +20

      Working on it! Thank you

    • @chickennuggetman2593
      @chickennuggetman2593 4 місяці тому +2

      ​@@VercidiumCan this work for terraria? If so, maybe a mod could be made for my dinky glorified potato with a screen..

    • @themourningwolf8926
      @themourningwolf8926 4 місяці тому

      Uhm, the best person to ask is the dev, I recomment going to the subreddit and asking Redigit and his crew if this is something they have toyed with or even considered. I'm sure he would be stoked to see some new ideas!@@chickennuggetman2593

  • @KitsumiTheFox
    @KitsumiTheFox 4 місяці тому +32

    This kind of sounds like double buffering, but for the geometry instead of the actual framebuffer. Very cool idea!

    • @Cara.314
      @Cara.314 4 місяці тому +15

      It's know as Asynchronous Buffer Update/Upload, nothing new.
      The underlying concept of decoupling data transfer from rendering to avoid stalling the graphics pipeline is fundamental to graphics programming and has been a consideration as long as there have been programmable GPUs and sophisticated graphics APIs. it's been a feature of both directx and ogl for decades at this point.

    • @MadHau5
      @MadHau5 4 місяці тому +2

      That's exactly what I thought! Same basic principles as double buffering!

  • @goreldeeno
    @goreldeeno 4 місяці тому +14

    Easily changed my prespective on how rendering works, Amazing work!

  • @Candywolf949
    @Candywolf949 4 місяці тому +7

    yooooo i love that not only did you make a cool game i enjoyed, but that you're sharing all the knowledge you learned from making it with everyone. Good luck dude! I hope you continue this, It's really interesting and I love it.

  • @Jmcgee1125
    @Jmcgee1125 4 місяці тому +5

    Fantastic overview. Right to the point and thorough enough to show off everything without getting bogged down in the details.

  • @zivmbs
    @zivmbs 4 місяці тому +41

    I really loved the video and the analogy. I think you should increase the size of the code and animations, because seeing them on mobile is kind of hard.
    Great video nonetheless!

    • @Vercidium
      @Vercidium  4 місяці тому +16

      Will do, thank you for the feedback and glad you liked the video!

  • @Kw1h
    @Kw1h 4 місяці тому +74

    This is a highly optimized dev tutorial.
    Jokes aside I think you have a true talent for game dev and teaching.
    Subscribed.

  • @Blademaster162
    @Blademaster162 4 місяці тому +5

    Great video, loved all the animations. Even as someone who isn't particularly experienced in coding I feel like I understood everything!

  • @chrislister3009
    @chrislister3009 4 місяці тому +3

    I really appreciate this format of video from you. Please keep up the good work:)

  • @cookietheory
    @cookietheory 4 місяці тому +6

    My favorite series on youtube, thank you for doing it!

    • @Vercidium
      @Vercidium  4 місяці тому

      Too kind! Thank you

  • @markonfilms
    @markonfilms 3 місяці тому +1

    This is awesome! Managing stuff like this is still a real challenge and this is a great solution. Thank you for the great easy to understand explanation too!

  • @bejoscha
    @bejoscha 4 місяці тому +12

    I'm not coding games and stumbled here by chance, but this is a really, really well done description which can be appreciated by anyone with at least a bit of coding experience. Thanks.

  • @WartimeFriction
    @WartimeFriction 4 місяці тому +3

    I don't code yet but it is something that I find fascinating. I really enjoyed how you made this problem make sense even to me. Thanks for sharing

  • @Zizaco
    @Zizaco 4 місяці тому +14

    "Explain double buffer like I'm five"
    Great video Vercidium!

  • @suza3199
    @suza3199 4 місяці тому +2

    This is genuinely interesting. I love it. Keep it up!

  • @datow4327
    @datow4327 4 місяці тому +1

    love the vids

  • @lucaspawprint1888
    @lucaspawprint1888 4 місяці тому +16

    The master chef has an infinite number of pans, but doesn't want to overwhelm his apprentices, so he keeps only the amount of pans necessary in the kitchen until a greater or lesser amount is needed.

    • @Vercidium
      @Vercidium  4 місяці тому +5

      Haha excellent analogy

    • @angeldude101
      @angeldude101 3 місяці тому +1

      Well, maybe not _infinitely_ many pans. More like, only about 4 billion pans. And usually when the chef needs more, rather than just grabbing the amount needed, usually they'll just grab as many extra pans as they're already using. It wastes a bit more space in the kichen, but it saves on the amount of trips to fetch more pans a way that generally balances out well.

  • @Wyrmver
    @Wyrmver 4 місяці тому +10

    the biggest thing this video taught me is
    optimization =/= fewer lines

    • @Kyrelel
      @Kyrelel 4 місяці тому

      *fewer

    • @Wyrmver
      @Wyrmver 4 місяці тому

      @@Kyrelel thanks

    • @nerdycatgamer
      @nerdycatgamer 2 місяці тому

      Usually the code with fewer lines is actually severely less optimized. Take a look at all the ""clean"" javascript code with a million abstractions and chained method calls. You have your fancy iterators when a simple for loop is literally 20x faster

  • @StewartWild
    @StewartWild 4 місяці тому +1

    This video is epic. Liked, subscribed. I can't wait to watch your other ones, you have a great mind for being able to teach and explain concepts.

  • @winumoritribe8425
    @winumoritribe8425 4 місяці тому +1

    Holy shit, this is spectacular! It's amazing how much more you can do with that one step further.

  • @whitecrow20XX
    @whitecrow20XX 4 місяці тому +9

    Best programming analogy is always about food and cooking.

  • @Nevict
    @Nevict 4 місяці тому +58

    I like how you're showing alternatives to the "just add more cores/memory" mentality.

    • @kyraxx
      @kyraxx 4 місяці тому +14

      Won't these extra copy of the mesh consume more memory? I suspect this is a compromise.
      Here the mesh is extremely simple so it doesn't need much memory.
      On a more complex mesh this could require you to "just add memory".

    • @qvindicator
      @qvindicator 4 місяці тому +10

      @@kyraxx The extra threads would require more cores to be more efficient as well. This solution is literally "just add more cores/memory", but it works.

    • @internet5076
      @internet5076 4 місяці тому

      Just one more

  • @Wishbone_Games
    @Wishbone_Games 4 місяці тому +2

    Excellent video i genuinely learned so much from it. Love the metaphors, keep up the great work!

    • @Vercidium
      @Vercidium  4 місяці тому

      Glad to hear, thank you!

  • @ichbinschwul187
    @ichbinschwul187 3 місяці тому +1

    incredibly well edited, paced and informative video

  • @SylooxD
    @SylooxD 4 місяці тому +16

    Great video and I am sure it will help me in the future 👍At the first moment I thought the sorting by swapping with the first element only works with 2 meshes but after thinking about it I realized it also works well with longer lists too if the transfer time is equal for every mesh. If not, then a circular array/ring buffer might be a better alternative to avoid rendering fast-to-transfer future meshes before slow-to-transfer past ones. That would cause the future mesh to render 2 frames while skipping the past one with your algorithm.

    • @Vercidium
      @Vercidium  4 місяці тому +11

      Excellent point you’re right, a ring buffer would be more appropriate here. Now you have me thinking: I should be removing the element and inserting it at the start, rather than swapping. You’re right, great pickup!
      I wrote a similar thing for a particle engine, which does skip over the slow-to-transfer ones to ensure the most up to date buffer is always being rendered (even if it means an entire frames worth of data is skipped), i.e. if the cpu runs faster than the GPU and is writing to 2 buffers each frame, every 2nd buffer will never make it to the screen

    • @stratos2
      @stratos2 4 місяці тому +5

      ​@@VercidiumI would love to see a video where you take all the improvement ideas from the comments and try to apply them and see how they do.

  • @aljazbrilj1698
    @aljazbrilj1698 4 місяці тому +3

    Very good, thank you for informing the community

  • @Marc83Aus
    @Marc83Aus 2 місяці тому

    I learned that lists and looping are great for optimization, thumbs up!

  • @iminumst7827
    @iminumst7827 4 місяці тому +3

    I had a similar issue in my 2D game made in Game Maker Studio. When it tried to render some high resolution sprites I would get those stutters. However, I found a very useful command "texture_prefetch" which as you can guess loads a texture group into VRAM memory even if it's not being drawn yet. And "texture flush" clears a group from VRAM. By being manually proactive about texture loading, I not only removed all the stutter, but I also cut level loading time down to under half a second.
    I'm pretty sure all engines have asynchronous buffered data loading / rendering, but I think some developers don't utilize it to it's full extend and just try to render a bunch of unloaded data at once. Your explanation is very good, and I hope it reminds other devs to think more carefully about asset loading.

  • @gavinmorton7682
    @gavinmorton7682 4 місяці тому +10

    Hey small feedback: could you please zoom in when displaying code? Small screens cant see the logic you're trying to showcase (even if the exact text doesn't matter). Awesome video as always❤️

  • @mmmmigs
    @mmmmigs 4 місяці тому +1

    fantastic breakdown. thank you for sharing! subbed and looking forward to your other videos :)

  • @protossinator
    @protossinator 4 місяці тому +1

    If only you had posted this video a few months sooner! I recently bought a new pc, and repeatedly sent it back to the company since I was experiencing weird stutters when meshes were loaded / updated in my games. I eventually boiled it down to a game engine issue myself, but I'm so glad that this video confirmed that. No money wasted on a broken machine :).

  • @mz_eth
    @mz_eth 4 місяці тому +5

    Love the analogies and especially the visuals, you have such a knack for presenting problems in an easy to understand light! Great vid :)

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Thank you, that means a lot!

  • @SigmaSixSoftware
    @SigmaSixSoftware 4 місяці тому +8

    This guy just added Promises to a game engine

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Best comment hahaha

  • @GOLD4DJ
    @GOLD4DJ 4 місяці тому +1

    This.. this is a beautiful explanation. Thank you.

  • @dyllanmccreary688
    @dyllanmccreary688 3 місяці тому +2

    something about this video made me super excited to watch, maybe the thumbnail/title.

  • @Cara.314
    @Cara.314 4 місяці тому +5

    Long freezes in modern games can be attributed to a variety of factors, often relating to resource-intensive operations or inefficiencies in handling game assets and rendering. Here are some of the common causes:
    Asset Loading: When games load large assets (like textures, models, or sound files) from the disk into memory, it can cause a noticeable freeze, especially if the game is not using asynchronous loading techniques.
    Garbage Collection: In games developed with languages that have automatic memory management (like Java or C#), garbage collection can sometimes cause freezes or stutters. This happens when the garbage collector runs to free up memory, temporarily halting other processes.
    CPU/GPU Synchronization Issues: If the CPU is waiting for the GPU to finish rendering (a scenario known as a GPU bottleneck), or vice versa (CPU bottleneck), it can result in freezes. Efficient parallel processing and synchronization are crucial to avoid such stalls. (the one this video covers part of, and far from the only possible cause)
    Inefficient Resource Management: Poorly managed resources, such as repeatedly loading and unloading the same assets, can lead to performance issues and freezes.
    Complex Calculations or Scripts: Intensive computations, like complex AI calculations, physics simulations, or extensive world updates, can cause freezes if they are not efficiently managed or offloaded to separate threads.
    Network Latency or Hiccups: For multiplayer games, network issues can cause freezes or lag if the game's state is tightly coupled with the timely receipt of network packets.
    Driver or Hardware Issues: Sometimes, the problem may lie outside the game itself, such as outdated or buggy graphics drivers, or hardware that is overheating or malfunctioning.

    • @cakesteak
      @cakesteak 3 місяці тому +7

      chatgpt has entered the chat

  • @IanZamojc
    @IanZamojc 4 місяці тому +3

    Really excellent explanation for an issue a lot of players, and even developers, incorrectly associate with optimization. Also, I noticed your mic is picking up a lot of room reverb. A cheap mic shroud behind the mic will help a lot. The poor man's shroud is a closet full of clothes with the mic partially inside. If you can't fix it at the mic, try a "de-room" or "de-reverb" plugin. Your visuals are fantastic, your audio can be just as good without much more effort.

    • @Vercidium
      @Vercidium  4 місяці тому +1

      I can't hear the reverb myself but I did notice an echo when standing next to a wall and recording. I recorded while standing in the center of my room instead, and I'll try a shroud too thank you for the recommendation :)

    • @IanZamojc
      @IanZamojc 4 місяці тому

      @@Vercidium Cool, glad I could help. I noticed you've got a demo video about raytraced audio. Maybe this is an opportunity to do a game engine video about it to test your audio setup.

  • @xaalcarlsonanimations1539
    @xaalcarlsonanimations1539 4 місяці тому +2

    im not really doing anything in game development these days but this tutorial was so well handled and impressive that you earned a new sub. thanks for that vid lol

    • @Vercidium
      @Vercidium  4 місяці тому

      Thank you! It took a while to make

  • @ThatNiceDutchGuy
    @ThatNiceDutchGuy Місяць тому +1

    Wow, I really like that underlaying background simulation at 1:51 I'm trying building something similar myself using Openprocessing but this looks like some great end result! Thanks for the inspiration.

  • @akhileshchandorkar1807
    @akhileshchandorkar1807 4 місяці тому +1

    This is an epic video man, really liked the way you showcased your iterative design methodology to refine the problem into smaller chunks and solved them one at a time.

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Thank you, I’m not a teacher by any means but I’m learning so much creating these videos. Trying to find the best way to explain these things takes a while and I always resort back to food analogies haha

    • @akhileshchandorkar1807
      @akhileshchandorkar1807 4 місяці тому +1

      @@VercidiumHonestly, its still really cool that you're able to make parallels with these kinds of arguments. Oftentimes, when I'm trying to explain my code using analogies, they end up just becoming warped, and all of a sudden you have a taxi driver talking about repairing a plane or something :/

    • @Vercidium
      @Vercidium  4 місяці тому

      @@akhileshchandorkar1807 hahaha I know what you mean. I originally was talking about a restaurant with tables, plus a waiter and a chef, but it all got too complex. Simplifying it down to a chef and their pans worked much better. Takes a lot of iteration and feedback before I’m happy posting it here

  • @_nwL
    @_nwL 4 місяці тому +7

    Great video, I learned a lot! Small comment for future endeavors: watching this on mobile was difficult because I assume you optimized the text size for fullscreen desktop viewing. Other than that, I loved it!

    • @Vercidium
      @Vercidium  4 місяці тому +1

      I’ll increase the font size in the next video, thank you!

  • @budgetarms
    @budgetarms 4 місяці тому +23

    That is not really seen as a real optimization, more like a technique that (as you said) has been done.
    It is really interesting to see your approach compared to approaches game studio's make.
    A GDC talk that is on a technical level really interesting is this one "Marvel's Spider-Man: A Technical Postmortem".
    I also want to ask a question about your previous video, you mention that indeed triangle strip is way faster than triangle list.
    The problem that I seem to face, is that there are no tools, as far as I know of that convert triangle list to triangle strip.
    This is not a problem when you make all other models yourself and create a script that does it for you.
    But how did you do it in your previous video?

    • @Vercidium
      @Vercidium  4 місяці тому +6

      Absolutely, technically this is a timing issue but since it affects game performance, it falls under the broader ‘optimisation’ category
      For complex models like characters, converting them into triangle strips isn’t easy. Modern renderers will use an index buffer to help, where the model is broken down into triangle strips of the same length (e.g. 3 triangles) and then a GL_PRIMITIVE_RESTART is set to tell the shader to start a new triangle strip every 3 triangles (for example)
      There will still be some vertices that hold the same data but any reduction in memory is a performance win

    • @budgetarms
      @budgetarms 4 місяці тому +1

      ​@@Vercidium I wish DirectX had something like that.
      It's really interesting how other API's do specific things.

    • @Vercidium
      @Vercidium  4 місяці тому +2

      ⁠@@budgetarms looks like DirectX 10 has this feature, check out the ‘Generating Multiple Strips’ section
      learn.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-primitive-topologies

    • @budgetarms
      @budgetarms 4 місяці тому +1

      @@Vercidium Thanks, I am looking into it, just wondering do you have a discord server (or is something like that in the works)?

    • @budgetarms
      @budgetarms 4 місяці тому +1

      @@Vercidium Just wondering, how do you do networking on your game, do you use an external OpenGL library for that or what?

  • @nicolasdesenvolvedor1642
    @nicolasdesenvolvedor1642 3 місяці тому +2

    truly incredible, good job!

  • @JATmatic
    @JATmatic Місяць тому +1

    I once implemented in GL4.5 similiar thing, for the uploaded uniform constants (UBO). It used fences to avoid remapping/reallocating the GPU memory each time when possible. It allocated N slots for the blocks in a single UBO. For each slot index, a fence is used tell if CPU is allowed to reuse it yet. If no slot was ready, a new (bigger) UBO would be allocated. After a few initial frames, the UBO's capacity would stabilize.

  • @filiformis
    @filiformis 4 місяці тому +3

    Reminds me of a swap chain, only for geometry instead of fully rendered frames. Very cool!

    • @noxagonal
      @noxagonal 4 місяці тому +1

      Honestly, that's the future of everything nowadays, almost everything needs to be pipelined, the problem is that the more you pipeline, the more (relative) lag it introduces. Personally I settled for 2 mesh buffers for dynamic meshes, block frame if we catch up and the mesh isn't fully sent yet, though I might change this to non-blocking later.
      I'm also thinking which mesh data actually needs to be updated anyways. UVs might not need to be re-uploaded to the GPU, it's mostly just the coordinates and vertex normals. So I'm thinking of splitting the vertex into 2 buffers, one for coordinates and normals, and the rest into another struct. This way the transfer size should be smaller and shouldn't cause many issues. This saves space on the VRAM, allows custom attributes. Cache misses are very likely to happen though so it needs to be measured... Lots of options to explore. :)

  • @ImNotGam
    @ImNotGam 4 місяці тому +7

    Got it, I just need enough memory for 15 thousand meshes.

  • @anotherclearchannel
    @anotherclearchannel 4 місяці тому +1

    Just wow! I am more than impressed with your communication and teaching skills (instant sub because of these traits alone). 🙏🏾 To say that I am so excited to consume your content is an understatement. 😁 I look forward to discovering and learning many new things alongside you. Please be encouraged and Thank You for such amazing content.

    • @Vercidium
      @Vercidium  4 місяці тому

      You are too kind, thank you very much!

  • @coalkey8019
    @coalkey8019 3 місяці тому

    Cool video. I'd love to see everything filling up the screen so I can actually read stuff while watching on my phone.

  • @blocc_nova746
    @blocc_nova746 4 місяці тому +39

    This man spent 4 years of his life fixing the little freezes you get every once in a while. Real dedication!

    • @Cara.314
      @Cara.314 4 місяці тому +15

      he didnt though, most good engines already do this sort of thing. though it is up to devs to properly use the engines systems to take advantage. you could easily circumvent them.
      Also, this is only 1 possible cause of freezes.
      It's known as Asynchronous Buffer Updates/Uploads.

  • @kira.herself
    @kira.herself 4 місяці тому +4

    this is what wgpu does behind the scenes, I love wgpu

    • @kira.herself
      @kira.herself 4 місяці тому +2

      also I love your channel, content like yours is rare, unique and very informative, I learn a lot with every Video, optimizing things to the limit is addicting hehe

  • @cyanuranus6456
    @cyanuranus6456 3 години тому

    Everything You Explain There in Analogy Makes So Much Sense

  • @digitalasylum369
    @digitalasylum369 4 місяці тому +1

    Great job breaking down such a complex concept to an easily digestible narrative.

  • @sclexz
    @sclexz 4 місяці тому +3

    didn't realize you were sector's edge dev until the end!

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Haha hey there! What gave it away?

  • @jan.melcher
    @jan.melcher 4 місяці тому +10

    Wouldn't there be a chance that each new mesh clogs up the transfer pipeline even more, so you would end up with drawing really old meshes at some point?

  • @SamuelCoupland
    @SamuelCoupland 3 місяці тому +1

    Really eye opening, thank you

  • @JustfknBill
    @JustfknBill Місяць тому +1

    Bruv you are the single most valuable resource I have as an indie dev. My games will run buttery smooth because of you and those like you. I've had these stories in mind since i was a child and didn't have the tools or skills to do them right. But with people like you and tools like blender and unreal, I will bring some really fun stuff! For the love of gaming!

    • @Vercidium
      @Vercidium  Місяць тому

      Thanks so much! I’m glad to help

    • @JustfknBill
      @JustfknBill Місяць тому

      @@Vercidium When I grow my company and add to it, you're definitely hired if you want it. I'll respond in the future with a list of works & the studio name.

  • @caiman1188
    @caiman1188 3 місяці тому +6

    not even 30 seconds in and it's already being broken down for the americans

  • @CaptainUltimaFTW
    @CaptainUltimaFTW 4 місяці тому +3

    Stuff like this is why i love graphics engineering, the interwoven understanding of what the hardware does and how you can get it to do what you want it to in the most efficient manner is just fun. Cool stuff!

    • @Vercidium
      @Vercidium  4 місяці тому

      Absolutely, it is a very rewarding kind of programming

  • @miigon9117
    @miigon9117 4 місяці тому +2

    Why this works: modern GPU has a lot of bandwidth but with a high latency to transfer data from main memory to gpu.(a lot of car lanes but long way to drive). If we could have 0 latency then we wouldn't need this because any transfer would be finished very quickly (high likelihood of finishing transfer before being drawn). Instead of doing nothing and waiting for the transfer to complete, we effectively stack multiple extra transfers for future frames within the first transfer's wait time (we can do this because we have a lot of bandwidth. aka we are sending more trucks on different car lanes simultaneously instead of waiting for the first one to come back and then send it out again). This is a form of parallelism and this idea of "doing other things or doing more of the same thing while waiting for the first one to finish" is everywhere in both cpu and gpu programming and let's you make more efficient(full) use of your hardware.

  • @Teflora
    @Teflora 4 місяці тому +1

    oooh this is really clever! I'm thinking about implementing this for our game engine for the dynamic objects that change every frame.

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Sweet! What kind of objects? Particles or destructible objects?

    • @Teflora
      @Teflora 4 місяці тому

      @@Vercidium particles and we use instanced billboards for characters and enemies!

    • @samwhaleIV
      @samwhaleIV 3 місяці тому

      How dynamic is your game? Would it be more efficient to allocate your meshes ahead of time and instance them?

    • @Teflora
      @Teflora 3 місяці тому

      @@samwhaleIV for the player, enemies and effects we use instancing and recreating them each frame. The base mesh is just a quad bc we use billboards for everthing. So honestly idk what would be much faster, it needs to be tested out

  • @jiegao3591
    @jiegao3591 4 місяці тому +5

    There's actually an optimization mod for Minecraft that more or less does this where the renderer will keep using an older mesh until the new ones are ready. You did a nice job with the analogies!

    • @lancestryker
      @lancestryker 4 місяці тому +1

      What's it called?

    • @nindew21Laughyourassoff
      @nindew21Laughyourassoff 4 місяці тому +1

      What is it called?

    • @McHorsesCreations
      @McHorsesCreations 4 місяці тому +1

      @@nindew21Laughyourassoffit’s either Sodium or Nvidium, there is also a mod Distant Horizons on the relevant topic

  • @knoetsch13
    @knoetsch13 2 місяці тому +5

    Now I'm hungry.

  • @duytdl
    @duytdl 3 місяці тому +1

    Very humble explanation style for laymen to understand. Kudos!

  • @coolbrotherf127
    @coolbrotherf127 4 місяці тому +1

    I'm so glad UA-cam randomly showed this to me. Really cool stuff.

  • @ns2qhd520
    @ns2qhd520 4 місяці тому +3

    Hey love the video man but the code font is a little small for a pc and almost microscopic for my phone. The animations and everything are also amazing but if you could enlarge the code it’d make the content more accessible.

    • @Vercidium
      @Vercidium  4 місяці тому +1

      Will do for the next video, thank you for the feedback!

  • @nguyenhoangminhtrung2779
    @nguyenhoangminhtrung2779 4 місяці тому +14

    My guy explains double buffer so my 5 year-olds can actually understand it, kudos to you!

    • @SomeOne-sq7ir
      @SomeOne-sq7ir 4 місяці тому +4

      as I 5 year old I can confirm

  • @takaincur8079
    @takaincur8079 4 місяці тому +1

    Amazing Video thank you!!!

  • @Womcataclysm
    @Womcataclysm 4 місяці тому +2

    Great video, hope this becomes well known

  • @silicalnz
    @silicalnz 4 місяці тому +6

    Just a note. The code you show is a very tiny font size. It was difficult for me to read.

  • @Lopeirada
    @Lopeirada 4 місяці тому +4

    Does this apply to game engine devs, or also to game devs that use game engines like unreal or unity?

    • @Vercidium
      @Vercidium  4 місяці тому +4

      Game engine devs 100%. Game engines should take care of this but I’ve heard of some devs talking about stuttering because their models weren’t preloaded/off-screen-rendered (not sure if these terms are right) before they tried rendering them onto the screen

  • @BlueAndy_
    @BlueAndy_ 4 місяці тому +1

    Damn explained in not even 5 minutes. Good video, keep up the great work!

  • @dennismakesgames
    @dennismakesgames 4 місяці тому +2

    Awesome as always :)

  • @glorytoarstotzka330
    @glorytoarstotzka330 4 місяці тому +3

    at the end the performance was 15k fps, what was the performance of the mesh rendering without any optimizations at the very start, how many fps?

    • @Vercidium
      @Vercidium  4 місяці тому

      About 115, its shown at 0:09

  • @doruvidejesus4508
    @doruvidejesus4508 4 місяці тому +3

    Wow this is incredible, those this also work in Unreal Engine 5?

    • @Vercidium
      @Vercidium  4 місяці тому +2

      It should, I was talking to a Unity dev about how models are loaded behind the scenes onto the GPU, and it seems like there’s a few tricks you can do with offscreen rendering and preloading (not sure these terms are right) so you can know when a model is actually sent to the GPU, before you try to render it
      If Unity has these features I’d be surprised if Unreal didn’t! It’s a pretty important feature I reckon

  • @VicJang
    @VicJang 4 місяці тому +2

    The first part also explains why some fast food drive thru allocate an employee taking orders instead of letting customers order at the fixed kiosk.

  • @Gegarace
    @Gegarace 2 місяці тому +1

    I really really really like this kind of contents, It's like an art. I wonder what it'd be like if there's a game engine that has all optimization techniques known today and implemented efficiently. I'd really love to try that game engine or it's reels.

  • @shadow50011
    @shadow50011 3 місяці тому +3

    Explaining optimization to an American: "So Imagine a burger..."

  • @AlucardNoir
    @AlucardNoir 4 місяці тому +4

    Isnt this just asyncronous compute?

  • @jackta101
    @jackta101 3 місяці тому +1

    This is pooling applied really nicely. And well explained.

  • @sorbpen
    @sorbpen 4 місяці тому +1

    You have clarity in this my friend, this was so clearly laid out.
    Mm... you must have six very good years!

    • @Vercidium
      @Vercidium  4 місяці тому

      Thank you. The first few years were all trial and error, only lately I’m understanding why certain methods run faster

    • @sorbpen
      @sorbpen 4 місяці тому +1

      @@Vercidium
      I'm personally in the beginning of that path.
      Learning math, learning code trying to get into school.
      Your channel has been very insightful so far, so i thank you deeply for sharing!
      You are an inspiration!

  • @fuzzy-02
    @fuzzy-02 4 місяці тому +3

    Would sorting still be viable if the number of meshes is very big?
    Also, I loved this video. I never even realized this. Or rather, I knew of it but never was consciously aware of it while coding

    • @Vercidium
      @Vercidium  4 місяці тому +2

      For heaps of meshes it would get pretty slow, something like a ring buffer would be much better. Thank you!

  • @NoName-1337
    @NoName-1337 4 місяці тому +3

    From now on, my toaster can run crysis.

  • @mrrenreal
    @mrrenreal 2 місяці тому +1

    I’m addicted to your channel! \o/

  • @spicydaddy2526
    @spicydaddy2526 4 місяці тому +1

    buddy idk anything about coding but I love games, and this made (I think) sense to me. well done.

    • @Vercidium
      @Vercidium  4 місяці тому

      That’s great to hear, thank you!

  • @toxiccan175
    @toxiccan175 4 місяці тому +5

    I’m curious: do you ever look at Minecraft optimization mods to get ideas of how to make your own voxel game engine better? People have tried many methods and there’s a lot of source code out there

    • @Vercidium
      @Vercidium  4 місяці тому +1

      I haven’t but that’s a good idea, would be interesting to have a look through their source code to see what OpenGL tricks they’re using

    • @toxiccan175
      @toxiccan175 4 місяці тому +2

      @@Vercidium Check out Sodium and related projects. They rewrote rendering in Minecraft to work with OpenGL and made it really efficient. There are related projects and extension type mods that are easy to find as well.

    • @Vercidium
      @Vercidium  4 місяці тому +1

      @@toxiccan175 awesome thank you, will do!

    • @jcm2606
      @jcm2606 4 місяці тому +4

      @@toxiccan175 Minecraft has used OpenGL since the beginning, Sodium and the like just rewrote core parts of the renderer to use newer OpenGL features and be generally more efficient with memory and GPU usage.

    • @tinoesroho
      @tinoesroho 4 місяці тому

      @@jcm2606 i've heard mumbles about the sodium sub-mod, nvidium. what's up with that?

  • @theMooly
    @theMooly 4 місяці тому +1

    I hope more of these topic of videos will be known in the near future, our amateurs and semi-pro (or soon pro) game devs who trained themselves in open source, must benefits from it

  • @hardtofinduniquename
    @hardtofinduniquename 3 місяці тому +2

    This specific technique is for when you're **dynamically building a mesh** to represent a voxel world. At first, I misunderstood and thought each block in the world was a separate mesh and the solution didn't make much sense. The title and Intro examples makes it seem applicable to all games.
    If you're making a game without generated meshes, this specific fencing technique won't be very useful. However, double buffering is generally useful in many scenarios.