
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
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. https://t.co/x5Rn24bmg6
courses.tomlooman.com
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Having trouble optimizing your game? I have been working on a complete game optimization course for Unreal Engine 5, and its on sale right now! Recent lesson additions include a deep look at Unreal Insights's graph track and using Light Mixer to quickly audit your lighting for
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For my existing students, the new lessons are marked with a "new" emoji in the title so they can be easily found!
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Link to the course and INDIESALE discount! https://t.co/a0809bSaqd Thanks everyone for the support in this new course!
courses.tomlooman.com
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Having trouble optimizing your game? I have been working on a complete game optimization course for Unreal Engine 5, and its on sale right now! Recent lesson additions include a deep look at Unreal Insights's graph track and using Light Mixer to quickly audit your lighting for
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⚠️ Driver-cached PSO file extensions recently changed in an Nvidia driver update, meaning that the -ClearPSODriverCache UE startup parameter (and my PSO Cache Buster plugin) does nothing in UE versions older than 5.6 😱 Fix in 🧵
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This is a single Niagara emitter handling thousands of decals as particles via Data Channels, part of @t_looman's experimental data-oriented projectile system, massively reducing CPU overhead. Learn more: https://t.co/1sd44oUDMS
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Turns out I need more work to actually get the instancing working as I had hoped with some material trickery, but the original intend for reduced CPU overhead and no components is the same. Lyra has a similar example using meshes to act as Decals which would allow the instancing
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This is only 1 Niagara emitter to handle thousands of decals as particles using Data Channels! Significantly lower overhead on the GameThread and only a single component per grid cell. This also adds instancing to the decals which is normally not supported for individual decal
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Gone through all the game industry doom and gloom, what do you do? We've doubled down on development with the same energy as why we started @KeokeN in the first place over a decade ago. We make games that excite us, inspire us, and leave a lasting impact. Deliver Us Home is
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Nice to see Mafia: The Old Country requiring only 40GB on PS5. I'm terminally out of space so this helps.
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I made an overview of all the great performance improvements for UE 5.6. Lumen HWRT for 60hz, GPU Profiler 2.0, Renderer Parallelization, Massive world streaming improvements, Insights, there is a lot of great stuff to explore!
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I made an overview of all the great performance improvements for UE 5.6. Lumen HWRT for 60hz, GPU Profiler 2.0, Renderer Parallelization, Massive world streaming improvements, Insights, there is a lot of great stuff to explore!
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Got my ticket for Unreal Fest Stockholm! Looking forward to meeting everyone this year! My talk wasn't approved though, so just attending...
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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Property History is out! Quickly see the history of any property in Unreal Engine
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1/5 🧵 Just launched PCG Geometry Decals for UE 5.5+ #UnrealEngine 🚀 Drop ➜ Snap ➜ Displace ➜ Bake ➜ Nanite. Instant, terrain-hugging geometry—no shader hacks. 👇 Demo video
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My plugin for @UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO. This magic lets you blend anything!🤯 #indiedev #gamedev #unrealengine #ue5
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We've got our first Community Learning post up! If you're interested in Untracked Memory in #UnrealEngine5 give this one a read https://t.co/wyHscjsMCq
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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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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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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