Lars Thießen
@larstofus.bsky.social
290 followers 230 following 130 posts
Senior Gameplay Programmer and former gamedev professor. he/him Blog: https://larstofus.com/ DMs are open.
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larstofus.bsky.social
Bio Time!
I work as a gameplay programmer, specializing in Unreal Engine 5. Sometimes I give lectures about game development and even worked as a game development professor for a while.
When I have too much free time, I also write about game programming on my blog: larstofus.com
Larst Of Us
larstofus.com
larstofus.bsky.social
Yep, spot on.
The part about different GPUs/drivers also explains why this isn't a problem for console games. On console the exact GPU and firmware is known in advance so the shaders can be compiled in advance by the developers instead of doing it in-game :)
larstofus.bsky.social
More unique materials -> more shaders to compile -> more stuttering
There are some strategies to reduce the numbers of unique materials in a game, but this of course makes content creation more complicated and therefore slower.
larstofus.bsky.social
Gamedev here: The issue isn't specific to Unreal Engine 5, all game engines that use modern APIs must compile shaders at some point so that the GPU can perform its function. However, Unreal's workflows make it easier to create lots of unique materials than some other engines.
larstofus.bsky.social
Just taking another look at the new Unreal FPS Template project because I need an example project for an upcoming lecture. Already on the first step you take you can notice that the new hands clip into the camera at every single step (screenshot attached). Feels a bit rushed tbh.
A screenshot of the Unreal 5.6 FPS template. The hand of the playercharacter clips into the camera, making the thumb disappear.
larstofus.bsky.social
Wait, what?! I read through the whole article without noticing that part 😱
Really looking forward to it. Right now Superluminal is one of the very few applications left that I couldn't easily replace when switching to Linux 👀
rovarma.bsky.social
Great post!

Including a sneak peek of a certain profiler on a platform that is very much not Windows ;-)
zeux.io
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
Reposted by Lars Thießen
zeux.io
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
larstofus.bsky.social
It's understandable that Unreal needs to touch a lot of files when starting the editor. But what if I told you that >5500 of those files are not needed for the editor to start at all and are just adding seconds to the editor launch time?
(Fix included!)
#u5 #gamedev
larstofus.com/2025/09/27/s...
Speeding up the Unreal Editor launch by … not opening 5500 files?
In my last article I wrote about some tooltip optimization to reduce the start time of the Unreal Editor by 2-5 seconds. Turns out people do really care about their editor start time. So much that …
larstofus.com
Reposted by Lars Thießen
kyleor.land
Are you or someone you know skipping GDC (or considering doing so) because of worries about coming to the US/San Francisco in the current environment?

If so, I want to hear from you for a piece. DM me here or kyle DOT orland AT arstechnica DOT com.

Please spread the word
Reposted by Lars Thießen
haukethiessen.bsky.social
Becoming obsessed with adding QoL features to the Mip Explorer:
- Navigate directories with the arrow keys
- Taskbar notification when directory scan ends while app is in the background
- Resizable UI
- Support for single-channel textures (ok, not just QoL)
github.com/HaukeThiesse...
#gamedev
GitHub - HaukeThiessen/Mip-Explorer: A tool to display how texture information is distributed between mips, using a Laplacian Pyramid
A tool to display how texture information is distributed between mips, using a Laplacian Pyramid - HaukeThiessen/Mip-Explorer
github.com
larstofus.bsky.social
Just noticed that 5.7 is the first UE5 version since 5.0 without any explicit Lumen improvements on the roadmap 🧐
Guess MegaLights is the focus for the next few releases?
Reposted by Lars Thießen
haukethiessen.bsky.social
With the latest update for the Mip Explorer, it now also reads and compares the alpha channels if existent, and can process entire directories, returning the results in a sorted list.
The goal is to turn this from a toy into a tool for actual production.
github.com/HaukeThiesse...
#gamedev
larstofus.bsky.social
Short Answer:
Yes. But I think inside Epic Games nobody noticed, because they can afford to use ludicrous workstations. A typical Epic workstation back in UE4 times had 6 cores and 64 GB of RAM. Currently Epic calls workstations with 64 cores and 256 GB of RAM "reasonable". 🫠
larstofus.bsky.social
especially if everyone on the team got already got accustomed to the way things look.
larstofus.bsky.social
engine in the first place. You need experience (and time) to determine which of those features actually make sense for your game and which you can disable. You also need to convince the rest of the team that it's the right to to, which can be difficult,
larstofus.bsky.social
Honestly, there is no huge difference between UE5 and UE4, most UE4 projects even still open fine in UE5.
The main reason for the bad performance of some recent UE5 games is that by default the engine enables all of it's shiny next-gen features at once, since those are the features that sell the..
Reposted by Lars Thießen
bbbengames.bsky.social
Attention fellow AUSTRALIANS! 🇦🇺

We now have an official petition to parliament to STOP MASTERCARD and VISA from its campaign of censorship, restricting what legal products we can buy.

Please sign it now, and if you're not an Aussie, spread the word!

www.aph.gov.au/e-petitions/...
Reposted by Lars Thießen
steinmakesgames.bsky.social
@godotfest.bsky.social is still seeking some volunteers to assist video recordings. Free ticket.

Discord: discord.com/invite/vA4pN...
Form: forms.gle/73X7M5pa59Dc...

#godot #godotfest #godotcon
Discord user Matteo:
We are still looking for volunteers helping with recording the talks. While experience with audio/video recording is nice to have, the requirements for these roles is quite low. At GodotCon 23 a 15 minute introduction was enough to bring everybody up to speed. Also volunteers won't be on their own during their shift. They will be in teams of two for each talk and there will be supervisors and a technical team on site ready to support them whenever needed.

You main tasks will be to slightly adjust the camera if necessary and switching the video composition between three states (full-screen speaker, full-screen slides and picture-in-picture speaker and slides) depending on the slides shown during the talk.

So please don't be afraid to apply as a recording volunteer and get a **free ticket**! If you have any questions feel free to DM me. 🙂
larstofus.bsky.social
In a recent talk I called Rollercoaster Tycoon 2 one of the best optimized video games in existence, and there probably aren't many big savings left anymore...
Well, just weeks later it's open source re-implementation made the creation of savegames 12(!) times faster 🏎️
openrct2.io/blog/2025/08...
OpenRCT2's v0.4.26 behind the scenes
Read more about some changes introduced on v0.4.26 to make the game faster and smaller using a new compression algorithm!
openrct2.io
Reposted by Lars Thießen
courtneymilan.com
Hi authors! Please remember to file a claim!
Reposted by Lars Thießen
djlink.bsky.social
Do you have a gamedev blog with RSS active? comment with the link, I'll follow, let's spread a bit of love for good old blogging! mine's in bio if you want.