All REAC 2025 content is LIVE! Enjoy https://enginearchitecture.org/2025.htm
Principal Software Engineer with a focus on Game Services. Creator of https://steamworks.github.io
Currently: Final Strike Games
Previously: Documentation for Valve
All REAC 2025 content is LIVE! Enjoy https://enginearchitecture.org/2025.htm
This is a neat video about CPU Interrupts, featuring Matt "Compiler Explorer" Godbolt, whose excitement about such things is palpable and absolutely delightful. I love the drawings and rendered images.
Sometimes, I receive questions which leave both me, and the person asking, bamboozled.
> Your website loads so quickly! What CDN do you use?
There is no CDN. It is just really small and simple, mostly text.
> Sure, but is that Cloudflare, or...?
None. It is a tiny website, just a few kilobytes per page, on a tiny server, at my home, connected to the Internet via my ISP, Andrews & Arnold.
> But are you / they in the cloud?
No. The webserver is in Newbury, in my garage.
> Neil, please can you pass my questions to your technical person? I don't think you understand, your website cannot be in your home. It must be in the cloud or have a CDN.
*Neil puts on glasses and false nose and moustache*
@anime_reference I thought this was an @ipg post for a second
edit: oh they reposted it into my feed, that makes a lot of sense
kids these days probably haven't even heard an example of Speex, an audio compression codec specifically tuned for the reproduction of human speech
Why I Refuse to Use "AI"
https://benui.ca/why-i-refuse-ai/
@garbados we had a peanut start growing out of the planter box!
Welcome to REAC 25 next week!
https://enginearchitecture.org/2025.htm
I will present and will do my best to give an overview of how the rendering for Indiana Jones and The Great Circle works, as well as some of the things we had to do to ship the title.
@a1ba I mean what are the chances of it getting stuck again? Lol
@a1ba what if u try putting it in the washing machine
@sinbad fwiw I think udn is about to get much less useful as most of this stuff will move to public forums after tickets get resolved. So it'll solely be paid support. But I've only asked like 3 questions in the past 10 years myself, other people asking questions was the valuable part
Ok, I'm glad my camera caught this because I just walked past my window and thought someone had cut out the front of our fence? But it's there, the part that is "missing" is just catching the afternoon light differently. What a weird optical illusion.
@sinbad The second UDN post mentions delayed replication.
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=200000
MaxInternetClientRate=200000
[/Script/Engine.GameNetworkManager]
; Match ConfiguredInternetSpeed above.
TotalNetBandwidth=200000
; rlabrecque - These are taken from Lyra, presumably this needs to be updated in lockstep with TotalNetBandwidth.
; I.E. If we halved TotalNetBandwidth, then we probably want to halve these?
MaxDynamicBandwidth=40000
MinDynamicBandwidth=20000
@sinbad No magic fortnite ini file changes?
[/Script/Engine.Player]
; rlabrecque - By default these are set to 100000 - Fortnite and Lyra have this set to 200000
; Increased to raise the netload we can output before we start dropping unreliable RPCs
; https://udn.unrealengine.com/s/article/Replicating-Large-Arrays-and-Data-Sets
; https://udn.unrealengine.com/s/question/0D54z00007JuF1iCAF/replicated-properties-stop-syncing-on-the-client-after-a-few-seconds
ConfiguredInternetSpeed=200000
ConfiguredLanSpeed=200000
GameNetworkManager and IpNetDriver probably needs to be updated in lockstep
Also check out net.PartialBunchReliableThreshold
@aras thanks admin
@sinbad Yeah similarly, above ~50 it starts to get easier to throw people at individual problems rather than upgrading and disrupting workflows you don't even know exist.
@sinbad We have a nice branch setup where we can run two versions side by side with practically no effort aside from the initial merge, so our upgrades tend to go very very smoothly. With a team of 20-50 we've found that like 6 months before going gold is our sweet spot to lock. Just because upgrading is practically always easier for us than debugging and fixing a couple bugs that they have already fixed. [and we of course never update to the .0 releases!]
@alice Roadster with her gullet full of peanut :>
She hasn't been around much the last week because she's busy nesting!