Performance Improvements in Splitgate: Arena Reloaded
[p]Hey everyone,[/p][p]Today we’re talking all about the performance improvements you can expect in SPLITGATE: Arena Reloaded. We’ve gathered several members of the team to talk about the performance optimizations we’ve made across the game since the beta release. Spoiler alert: Arena Reloaded has had a major performance overhaul. The stuff you feel moment to moment is better across the board: fewer frame spikes, less stutter, and more consistent framerate in real matches. You’ll see it in the numbers too. PC sees big improvements in hitching and stuttering, and even last gen consoles now run at 60 FPS.[/p][p]We’ve got a lot to discuss, but before getting into specifics, it’s important to set expectations. There was no single change that “fixed” performance. We did not flip a switch or add one magic system. Performance work is cumulative, and it’s the result of many disciplines working together with the singular goal to improve the player experience. It comes from giving engineers and artists the time to find friction, remove it, and repeat that process relentlessly.[/p][p]With that said, let’s meet the team that is going to be talking about some of the biggest changes that got us here:[/p]
PC saw major gains as well, though it’s harder to represent cleanly due to the wide range of hardware configurations. If you’re playing on PC, let us know what improvements you’re seeing.[/p][h2]Engine and Rendering Improvements[/h2][p]Wojciech: As we mentioned at the top, performance problems, and performance gains, are the sum of many, many smaller pieces. There has been a massive team effort to ensure that we are optimizing the game across all of its many surfaces. Here are a number of deeper optimizations and platform improvements we’ve made:[/p]
- [p]Ethan – Distinguished Engineer[/p]
- [p]Sam – Principal Gameplay Engineer[/p]
- [p]Nadir – Principal Technical Artist[/p]
- [p]Wojciech – Graphics Engineer[/p]
- [p]Less significant players have their weapons and attachments swapped out with “static” versions that are made up of simpler meshes instead of a fully animated multi-component weapon. At a distance, this swap isn’t noticeable so your game ends up doing less work for minimal impact to visuals.[/p]
- [p]On lower-end platforms the entire set of weapons and attachments are replaced with a single optimized static representation[/p]
- [p]Animations update less often for players that are less significant[/p]
- [p]We now limit how many players can cast dynamic shadows based on their significance[/p]
- [p]Materials: We reduced shader complexity by simplifying logic, adding primitive data inputs and quality switches so materials do less work, especially on lower settings.[/p]
- [p]Textures: We standardized texture compression across the board and used lower resolution textures where appropriate on older platforms, which lowers memory pressure and reduces streaming stalls.[/p]
- [p]Meshes: We optimized mesh density and merged or batched meshes where it made sense, which cuts down on draw calls and reduces how much work the CPU and GPU have to do each frame.[/p]
- [p]Particles: We improved particle rendering with a LOD and budgeting system and moved complex particle logic from CPU to GPU, which reduces big spikes when effects get heavy.[/p]
- [p]Lighting and reflections: We tuned light draw distances, shadow-casting behavior, and significantly reduced the number of unnecessary reflection captures across all maps, decreasing the amount of lights, shadows, and reflections the engine needs to evaluate each frame.[/p]
- [p]Collision and navigation: We lowered the complexity of player and visibility collisions for faster Chaos scene queries and reduced the number of objects that update the navmesh, which lowers CPU cost during movement and combat.[/p]
- [p]Maps: We calibrated custom map actors, adjusted draw distances, and optimized content for low-end platforms, which lowers worst case load in dense areas and keeps performance more consistent across arenas.[/p]
- [p]We optimized the mesh data format to use about 20% less memory, which reduces VRAM pressure and helps assets stream in faster and more consistently.[/p]
- [p]We optimized how water surfaces and the sky atmosphere render, which lowers GPU cost in scenes where those effects are visible for large portions of the match.[/p]
- [p]We improved the occlusion query system so the game can more efficiently skip rendering things you cannot see, which helps unlock higher framerates in complex arenas.[/p]
- [p]We tuned and optimized Virtual Texturing to smooth out render and streaming time, which reduces texture-related hitches as you move through a map.[/p]
- [p]We added a 30 FPS lock when the game is unfocused on PC, which cuts unnecessary GPU load and saves power when you are tabbed out.[/p]
- [p]We made targeted platform improvements to increase visual quality on PS4 Pro and Xbox One X without compromising performance.[/p]
- [p]We now track performance more closely than ever across builds, including frame time consistency and hitch detection. On PC, you will be able to see some of these additional performance stats by enabling them in settings.[/p]