Rainbow Six Siege: Quest for Performance
summary
Rainbow Six Siege ships and runs at 60 FPS for 5v5 matches with over 1M daily players; the team builds a unified telemetry channel that records per-frame profiling screenshots and stack traces to reproduce production hitches. A nightly performance tester compares builds for worst-case drops. Memory work cuts Flash UI allocations from ~300k to ~3k per session, introduces thread‑local allocators and an array‑usage analyzer, and replaces hot paths with wait‑free structures and a lock-free pool plus queues to remove mutex contention.
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chapters (10)
- 0:00Introduction and overview
- 2:50Hardware and workflows
- 6:11Telemetry system
- 9:29Performance measurement
- 14:04Memory allocation
- 19:05Array analysis and fixes
- 28:41Function optimization
- 30:21Lock-free solutions
- 36:48Debugging memory
- 39:22Conclusion and Q&A
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