Rendering and AI Optimization in RTS games: Enhancing performance with Entity Component Systems in Unreal Engines 5

  • Nico Karoly Ziperzik

    Student thesis: Master's Thesis

    Abstract

    This thesis presents a game prototype made with Unreal Engine 5’s Mass framework.
    The point is to see how well a data-oriented Entity Component System (ECS) can handle
    complex logic and rendering needs of RTS games with over 50000 units. The prototype
    uses the mass plugins fragments for navigation targets, avoiding, sensing, combat, and
    showing things visually along with processors that apply the logic via queries. The
    thesis examines two ways to render: one used Instanced Static Meshes with Vertex
    Animation, and the other used Niagara mesh renderer with Vertex Animation. After
    implementing the prototype, an evaluation framework around the prototype was built so
    that performance measurements that could be repeated could be taken. The assessment
    concentrated on three main questions for research: (1) How well do pathfinding and unit
    movement hold up as unit counts and environment complexity grow? (2) How well do
    the two rendering paths (ISM-based and Niagara-based) scale in practice? (3) How can
    simplified interactions (collisions, melee combat) be implemented efficiently at scale?
    The results show that the Mass framework can handle RTS gameplay with up to
    50,000 units while still being stable at 60 FPS. Pathfinding and movement work well in
    simple settings, but they become much more expensive in more complicated ones. The
    ISM-based renderer works well with a moderate number of units (up to about 10,000),
    but it has trouble with GPU times when there are more units. The renderer that works
    better with a lot of units (up to 50,000 and beyond) is the one based in Niagara. It also
    has more consistent performance. Even in crowded situations, spatial partitioning and
    time-sliced collision checks can handle a lot of entities without putting too much strain
    on the CPU. This thesis demonstrates that Unreal’s Mass framework provides a robust
    foundation for real-time strategy games.
    Date of Award2025
    Original languageEnglish (American)
    SupervisorMartin Kocur (Supervisor)

    Studyprogram

    • Interactive Media

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