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Tom Looman Profile
Tom Looman

@t_looman

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Making Unreal Engine Courses & Games. UE5 Consultant. Previously Epic & Guerrilla. New Game Optimization Course out now! Unreal, C++, Optimization, Rendering.

Amsterdam
Joined May 2014
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@t_looman
Tom Looman
11 months
It’s finally here! My Performance Optimization Course for Unreal Engine is launching today!. With 65+ lessons completed and more on the way! I’m so excited to have people dig in! Get $50,- off for a limited time.
courses.tomlooman.com
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@t_looman
Tom Looman
12 days
Got my ticket for Unreal Fest Stockholm! Looking forward to meeting everyone this year! My talk wasn't approved though, so just attending. .
@UnrealEngine
Unreal Engine
13 days
This September, Unreal Fest is coming to Stockholm where you can experience terrific talks, dynamic demos, brilliant booths and more 🇸🇪 . From September 22 to 24, we've got you covered on architecture, automotive & transportation, broadcast & live events, film & television,
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@t_looman
Tom Looman
16 days
RT @phyronnaz: Property History is out!. Quickly see the history of any property in Unreal Engine
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@t_looman
Tom Looman
23 days
RT @WWeynants: 1/5 🧵. Just launched PCG Geometry Decals for UE 5.5+ #UnrealEngine 🚀. Drop ➜ Snap ➜ Displace ➜ Bake ➜ Nanite. Instant, terra….
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@t_looman
Tom Looman
24 days
RT @toreler: My plugin for @UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO. This magic lets you ble….
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@t_looman
Tom Looman
25 days
RT @94Kiraly: We've got our first Community Learning post up! If you're interested in Untracked Memory in #UnrealEngine5 give this one a re….
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dev.epicgames.com
A guide for developers to help trace where all the memory allocations are originating from within their project’s codebase, with particular focus on the...
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@t_looman
Tom Looman
28 days
Character & Projectile Movement Components do not use this grouped update behavior at this time as it requires specifying the scoped movement with EScopedUpdate::DeferredGroupUpdates instead of the current EScopedUpdate::DeferredUpdates.
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@t_looman
Tom Looman
28 days
UE 5.6 supports Grouped Component Movement to defer scene component moves for batching later in the frame!. This feature is part of FScopedMovementUpdate, toggle with s.GroupedComponentMovement.Enable and specify EScopedUpdate::DeferredGroupUpdates during the scoped movement.
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@t_looman
Tom Looman
2 months
UnrealFest Stream 3, Day 1 is blocked.
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@t_looman
Tom Looman
2 months
Time to dig into the UE 5.6 Release Notes!. Excited for the incredible performance improvements this release, I'll be working on another "Performance Highlights" blog asap!.
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dev.epicgames.com
Overview of new and updated features in Unreal Engine 5.6
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@t_looman
Tom Looman
4 months
Join me as we deep dive into the variety of Variable Rate Shading Techniques on offer in Unreal Engine 5! . VRS reduces your pixel shader workloads, potentially taking multiple milliseconds off your GPU timings. Start here:
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courses.tomlooman.com
The ultimate course to game performance optimization with Unreal Engine 5
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@t_looman
Tom Looman
4 months
other limitations: masked materials, custom primitive data on the material, or using Substrate all prevent VRS from running on those pixels. The custom primitive data one is most surprising.
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@t_looman
Tom Looman
4 months
The Code & Reason
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@t_looman
Tom Looman
4 months
TIL the new software VRS does not work while any Lumen feature (diffuseindirect / reflection) is enabled. It will fallback to the hardware implementation instead (shown). quite the (unspecified) limitation!
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@t_looman
Tom Looman
5 months
Added two new lessons to the Optimization Course! A deep dive into Significance Manager with implementation example for a Bucket System & Animation Budget Allocator plugin to manage gamethread budgets for animation!.
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@t_looman
Tom Looman
5 months
RT @80Level: .@t_looman explored Quixel's new Dark Ruins sample project, spending an hour optimizing it in Unreal Engine 5.5 while sharing….
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@t_looman
Tom Looman
5 months
RT @t_looman: Watch me optimize Dark Ruins Sample project for an hour:. This was mostly unscripted, so hope it's u….
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@t_looman
Tom Looman
5 months
Watch me optimize Dark Ruins Sample project for an hour:. This was mostly unscripted, so hope it's useful! We need many more hours to run this on a steam deck though lol.
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