UE5 Animation Sample:

Custom Integration & Tuning

Level Design

QA Analysis

Kitbash

Engine: UE5.6

Mission Brief

This case study focuses on identifying and resolving critical physics performance bottlenecks in a racing game environment. By implementing a systematic stress-testing methodology and optimization strategy, the goal was to secure a stable Performance Budget for high-fidelity visual effects (VFX) without compromising gameplay stability.

Bug Report

  • Summary: CPU Physics simulation overhead exceeds 23ms when spawning 500 active rigidbodies.

  • Steps to Reproduce:

    1. Step 1: Use the PhysicsStressTest.cs script to initiate the testing environment.

    2. Step 2: Spawn 500 objects configured with Convex Mesh Colliders.

    3. Step 3: Observe and record the Physics.Simulate execution time within the Unity Profiler.

  • Expected: Physics simulation should stay under 5ms to maintain 60 FPS.

  • Actual: CPU time reached 23.42ms, causing significant frame drops.

  • Recommendation: Replace Convex Mesh with Compound Box Colliders (Option 2).

Option 1: Convex Mesh Collider (Pre-Optimization)

This approach utilizes the model's original mesh with the Convex setting enabled. While it is quick to set up and provides a precise fit to the visual model, it imposes a heavy computational burden during high-density object interactions.

  • Test Performance: Generated approximately 219 Total Contacts, with physics memory usage reaching 31.6 MB.

  • Execution Overhead: CPU time per frame peaked at 23.42ms.

  • Result Analysis: This value significantly exceeds the 16.6ms (60 FPS) threshold. Attempting to implement VFX in this state would result in severe frame drops and stuttering.

Option 2: Simplified Box Colliders (Post-Optimization)

The complex mesh was decomposed into several primitive geometric shapes (Box Colliders) to form a Compound Collider.

  • Test Performance: Total contacts were reduced to 105, and physics memory usage dropped to 8.3 MB.

  • Execution Overhead: CPU time per frame was drastically optimized to 4.00ms.

  • Result Analysis: The optimized physics simulation now occupies only a small fraction of the frame budget. This successfully secures ample computational margin for high-quality visual effects, ensuring smooth performance across a wide range of hardware specifications.

BARRY YAYA BARRY YAYA BARRY YAYA

About

About

Barry Huang

Barry Huang

Game Design

Game Design

© 2025

© 2025

Create a free website with Framer, the website builder loved by startups, designers and agencies.