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TheRedPixel
2,692 posts
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TheRedPixel
@theredpix
#GameEngineDev C++◢ Making UE Faster: Vite's UE Fork: discord.gg/PPAwKS2kyn ✨ Work Credit: ◈Death's Gambit: Afterlife ◈Fort Solis github.com/GapingPixel
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  • Pinned
    user avatar
    TheRedPixel
    @theredpix
    Mar 1
    #UnrealEngine This line of reasoning is fundamentally flawed. The issue is not project side #gamedevs, it is the engine UE5, at its core, that carries an unfeasible performance target for games. It's whole #rendering pipeline is made for film in mind. Where high end PCs are
    user avatar
    Reece “Kiwi Talkz” Reilly
    @kiwitalkz
    Feb 21
    If you have ever wondered why Unreal Engine 5 games are unoptimized, here is your answer below (Hint: It's not what you think.) WATCH HERE⬇️ youtu.be/kckyl4sQCIY
    72K
  • user avatar
    TheRedPixel
    @theredpix
    Aug 24, 2025
    I was tasked with optimizing this project 🥲#unreal #blueprints #gamedev #programming
    99K
  • user avatar
    TheRedPixel
    @theredpix
    Aug 26, 2025
    More #unreal #Blueprints from #Hell #gamedev #indiedev #programming #HELP
    68K
  • user avatar
    TheRedPixel
    @theredpix
    Oct 20, 2025
    I strongly recommend #Gamedevs take a look at the lectures from this #cpp #engine course. It includes pretty critical stuff to known such as #ECS, Memory Pooling, Game Loops, Collisions, Shaders, Steering Behaviors, Particle Systems, and Lighting youtube.com/playlist?list=…
    23K
  • user avatar
    TheRedPixel
    @theredpix
    Sep 15, 2025
    I just have to say #Borderlands4 is trully a disaster in all areas of optimization. CPU, GPU, ram. And a bad showcase for #UnrealEngine features, specially I think this game had no need to use #Nanite. Sad thing is that I recently bought Borderlands 3 on Switch and it ran super
    user avatar
    RedGamingTech
    @RedGamingTech
    Sep 15, 2025
    The reality of what hardware they're running vs the software 45 fps for a cell shaded game on an RTX 5090. It's scoring less than Cyberpunk on an RTX 4090 with Cyberpunk using Path Tracing.
    29K
  • user avatar
    TheRedPixel
    @theredpix
    Oct 13, 2025
    Introducing Vite Studio's #UnrealEngine 5 Fork: The objective here is to make one of the fastest iterations of #UE5 ! Similar to #Embark #TheFinals #ARCRiders UE5 fork: The current Stable Branch features PhysX 3.4 support with #Apex Destruction and Cloth, #RTXGI, Editor startup
    36K
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    TheRedPixel
    @theredpix
    Oct 22, 2025
    #UnrealEngine This is a nice showcase of how #Nanite does NOT help with either #Performance or Fidelity. As can be appreciated from the Ground True test results. We promote the usage of auto LOD systems for our Vite #Fork such as @InstaLOD , @sidefx #Houdini or #Blender Open
    26K
  • user avatar
    TheRedPixel
    @theredpix
    Aug 17, 2020
    no more eye burning !! Pretty cutscene art from @ichigogoooooooo #RoyalSlime #screenshotsaturday #pixelart #gamedev #indiedev #GameMaker #ドット絵
  • user avatar
    TheRedPixel
    @theredpix
    Oct 10, 2025
    I have just ported #PhysX to my #UnrealEngine Fork! This engine is very close to what #Embark is running for #TheFinals #ARCRaiders The performance benefit is visible not only on Simulation but also on Sweeps/Queries. In the video here, the CharacterMovement on Wall Collide
    00:00
    20K
  • user avatar
    TheRedPixel
    @theredpix
    Sep 6, 2025
    #UnrealEngine 5.6 Here is how one of my projects is performing. Tops at 1400fps with #Lumen on, 1080p native resolution. All my mats are on green and the whole logic is made on C++ (that allows for over 1000fps performance). Hardware: 4080S/9950X3D #gamedev #indiedev
    00:00
    21K
  • user avatar
    TheRedPixel
    @theredpix
    Oct 15, 2025
    Someone in our #UnrealEngine 5 fork discord shared #BendStudio #DaysGone Screen space shadows example code, which was used to transform in-game materials from something flat to something far more compelling by greatly improving distant shadow detail. A planned feature of our
    19K
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    TheRedPixel
    @theredpix
    Oct 16, 2025
    #UnrealEngine TSR not only slows down when being used, but it also bloats engine shaders even when not in use. Example: For primitives like skeletal meshes, instanced static meshes, or materials with World Position Offset (WPO), the engine requires shaders to output velocity data
    user avatar
    TerraWare PC
    @TerraWarePC
    Oct 16, 2025
    TSR seems to have a big performance cost over TAA at 4K native in SpongeBob SquarePants: Titans of the Tide. It's around 22%! Visually there isn't a noticeable, at native res anyway.
    24K
  • user avatar
    TheRedPixel
    @theredpix
    Oct 5, 2025
    #UnrealEngine #cpp Here a quick example on using UObjects instead of Actor Components for Modular Logic. So one key feature you want on UObjects is for its properties to be exposed on an Actor Blueprint just like Actor Components. You can do this by using the following
    24K
  • user avatar
    TheRedPixel
    @theredpix
    Mar 13, 2025
    Continuing #PS1 Mips Assembly @pikuma course during my 8 hour flight #gamedev #GDC2025
    6.7K