Optimising your game AFTER it ships
Talkat GCAP 2022: Ambition · on Tuesday, 2022-10-04· at 12:00· Room 109, 1 Convention Centre Place South Wharf, Victoria 3006·
summary
A live-game performance pipeline is built: clients send sampled subframe times to a global collector, data lands in Data Bricks/Tableau and triggers alerts; long-term storage shows gradual drift across two years and a 24‑release/year cadence. Debug tools include replay playback plus GPU profiling (GPA) to find a tessellated trail causing ~10ms on specific frames, per-game RPD files (quantized medians, ~2MB raw) for triage, and aggregated PassMark buckets to compare hardware-equivalent cohorts.
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chapters (14)
- 0:00Introduction
- 3:12Player feedback issues
- 7:49Performance degradation types
- 12:24Automating detection
- 15:56Analyzing real-world data
- 20:15Benchmark aggregation
- 26:40Visualizing trends with Tableau
- 29:11Root causes of slowdowns
- 32:22Triage player issues
- 38:27Collecting breadcrumbs
- 40:10Server-side metrics
- 43:21Iterative optimization
- 44:47Summary
- 45:29Q&A
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