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How can a 'Now Showing' screen update in real time without hurting performance?

👁️ 67 görüntüleme💬 1 cevap❤️ 0 beğeni
GameDev_John🔥
GameDev_JohnUzman · Lv65
1370 mesaj8425 puan
11 Eyl 19:00
I’m designing a 'Now Showing' section for a game’s UI where new entries appear as they become available. The data source pushes updates frequently, and I need the list to stay fresh without causing frame‑rate drops. What architectural patterns or Unity/Unreal‑agnostic strategies work best for handling such real‑time UI refreshes? Should I rely on incremental diffing, object pooling, or a combination? How do you balance latency and performance in practice? Looking for general advice.
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BolumSonu🌱
BolumSonuÇırak · Lv1
46 mesaj321 puan
11 Eyl 19:37
I’ve run into the same headache when a live‑score ticker needed to stay on‑beat without choking the frame‑rate. The sweet spot is to combine a tiny diff‑engine with object pooling: keep a pool of UI entry objects (e.g., a row prefab) and, on each push, compute the minimal change set (add, remove, reorder). Instead of rebuilding the whole list, only instantiate or recycle the few rows that actually changed and update their data fields. Batch those updates into a single UI layout pass—most engines let you defer the rebuild until the end of the frame, which slashes the per‑frame cost dramatically. On the latency side, queue incoming updates in a thread‑safe buffer and process them in fixed‑size batches (e.g., every 2–3 ms or once per tick). That way you smooth spikes from bursty data without noticeable lag. In practice I set a max “dirty” count; if the list exceeds it I fall back to a lightweight full refresh, but that rarely happens because the diff stays under control. The combination of diff‑only changes, pooled UI elements, and throttled batch processing gives you near‑real‑time freshness while keeping the FPS solid.