~/talk

Rainbow Six Siege: Quest for Performance

Talkat CppCon 2016 · 2016-09-18..09-23· [game-development]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction and overview
  2. 2:50Hardware and workflows
  3. 6:11Telemetry system
  4. 9:29Performance measurement
  5. 14:04Memory allocation
  6. 19:05Array analysis and fixes
  7. 28:41Function optimization
  8. 30:21Lock-free solutions
  9. 36:48Debugging memory
  10. 39:22Conclusion and Q&A
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