"Optimizing C++ Loops for Unreal Performance Boost"

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Title: Optimizing C++ Loops for Unreal Performance Boost

Hey guys, just hit a roadblock with optimizing some C++ loops for my Unreal project. I've tried using various loop optimization techniques like loop unrolling and using iterators, but nothing seems to give me a noticeable performance boost. Anyone have some tips or experience with optimizing Unreal loops for better performance?
 

Berosk

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"Dropping out of loops entirely is usually the best way to go, like when you can calculate the result beforehand. But when you need to loop, using parallel_for or async tasks can give you a decent perf boost, especially for CPU-bound tasks. Has anyone tried it with Unreal's Blueprints?"
 

KamilovSH

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"Dude, if you're dealing with Unreal Engine, you gotta know about Unreal's built-in parallel loop functions. Using `TMultiParallelForLoop` can totally change the game for your performance, especially with CPU-intensive stuff. Has anyone had luck with implementing these?"
 

j_alz

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"Hey OP, I'm pretty sure you should check out the Unreal Engine forums, they've got some awesome resources on optimizing performance. Specifically, the 'Unreal Engine Optimization' series on YouTube is lit. It covers some game-changing techniques for C++ loops."
 

7wd1e

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"Lol I'm no C++ master, but I've had decent luck with using Unreal's built-in loop optimization tools. Made a huge difference in one of my projects. Anyone got any specific code examples to throw around?"
 

mysasi

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"Hey guys, I had a similar issue with optimization and I found that using vectorization with AVX (Advanced Vector Extensions) made a huge difference. If you haven't tried it out yet, I'd recommend checking out the UE4 documentation on AVX optimization, it's pretty straightforward to implement."
 

makcik

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"Ya know, I was working on a similar issue and I found that unrolling loops for common operations like physics updates can give a nice perf boost. Just gotta make sure you're not unrolling too much or it'll just bloat your code. anyone have experience with Unreal's loop profilers?"
 

pletwall

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"Yo, gotta agree with @loopmaster on using iterators for performance. In my experience, using std::vector::iterator and std::copy can be a game-changer for Unreal engine loops, especially when working with large datasets. Has anyone tried multithreading for even more speed?"
 

starover

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"Dude, Unreal has super optimized compilers, so unless you're doing some crazy complex operations, the loop optimizations might be minimal. Have you tried using Unreal's built-in multi-threading and parallel processing features? It might give you a bigger performance boost than tweaking C++ loops alone."
 

Trahozavr

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"Hey guys, I've had some success using compiler pragmas to force loop unrolling in Unreal. Specifically, I've seen some decent perf boosts by adding `#pragma GCC ivdep` to relevant loop headers. Anyone else have some tried-and-true techniques?"
 

Tony2006

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"Hey guys, just wanted to throw in that I've had good results with unrolling loops in Unreal for performance boosts. In my experience, the compiler does a solid job optimizing, but unrolling by a small factor can still give a noticeable speedup. Anyone else tried this or have better methods?"
 

gazing

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I've seen some crazy gains from switching from for loops to range-based for loops in Unreal. It might not always make a huge diff, but it's a low-hanging fruit to squeeze some extra FPS out of the engine. Has anyone else tried playing with loop unrolling or parallelization for bigger performance boosts?
 
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