~/talk

Optimising your game AFTER it ships

slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 3:12Player feedback issues
  3. 7:49Performance degradation types
  4. 12:24Automating detection
  5. 15:56Analyzing real-world data
  6. 20:15Benchmark aggregation
  7. 26:40Visualizing trends with Tableau
  8. 29:11Root causes of slowdowns
  9. 32:22Triage player issues
  10. 38:27Collecting breadcrumbs
  11. 40:10Server-side metrics
  12. 43:21Iterative optimization
  13. 44:47Summary
  14. 45:29Q&A
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