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The Sadness of the Ignored Null Pointer

The Sadness of the Ignored Null Pointer

In this post we present an optimization coming from removing some pointless null pointer checks. The way that we found this was quite interesting
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Speeding Up The Time Limit Controls

Speeding Up The Time Limit Controls

When a process takes a long time to complete, it makes absolute sense to put some time limit checks in so that you're not starving other work. What you don't want to do, of course, is to have those checks slow your original task down further by any considerable amount - here, we found that exactly this was happening .. so we present a solution
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The Battle of the Lean and the Inlined Bone Functions

The Battle of the Lean and the Inlined Bone Functions

We took a look at the inlining of a certain part of the codebase and were shocked with what we found... we then went about improving it
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ToString() Or Not ToString()… Wait, What’s The Question?

ToString() Or Not ToString()… Wait, What’s The Question?

ToString() is one of the most commonly called functions in UE4 - certainly across the editor, the content cooker and such. Here we take a look at it and make it over twice as fast
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Tiny Code Fixes – Part 1

Tiny Code Fixes – Part 1

Here we present several small code fixes and improvements in a nice little package
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Using The Disassembler To Highlight Optimization Targets

Using The Disassembler To Highlight Optimization Targets

We use the debugger's disassembly view to look at FPaths::IsRelative() after it shows up in our profiling tests. Then we optimize it
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