Emily Bailey

Emily Bailey

JECO

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Emily, listed on the Forbes 30 Under 30 European Games and Sports list,  became Code Coven’s head of business in August 2023, helping the global non-profit bring underrepresented talent into the gaming industry and elevating those already in careers through academic courses and accelerator programs. Bailey is also the co-founder of Antler Studios, an indie game developer set to launch its first title this year. In November 2023, Bailey co-founded and is co-CEO of Jeco Software, a company aimed at reducing the industry’s carbon footprint by empowering developers to optimise their games and enabling players to save energy.

Emily Bailey is speaking at the following session/s

Optimising Optimisation: Why it’s Still a Challenge and How Does the Industry Solve it?

Having problems with frame stutters? Are your servers unresponsive due to performance issues? You’re not alone...

All too often releases are plagued by commentary on poor technical optimisation, despite the time and passion the devs put into making these brilliant games.

So, why does optimisation become an issue and how do we solve it? This session will explore why optimisation remains a challenge that affects so many games; and how external pressures such as the rising cost of GPUs, hardware availability, player expectations and the increasing pressure of time and money on game development are only adding to the challenges.

Our panellists will then share how developers can use knowledge, tools and processes to better address it in their games.

Session Takeaway

  • Understanding the challenges around optimisation that the industry is currently facing.

  • Insights into the impact of poor optimisation across all departments of a business.

  • Sharing of expert knowledge, tools, and processes that can improve the optimisation processes on their games, and shift attitudes across their studios.

Session speakers

A Frame’s Life: Frame Timing, Synchronization, and Latency in UE

Every frame in Unreal Engine goes on a long journey before reaching the screen.

In this talk, we’ll walk through that journey from gameplay code through the game thread, render thread, RHI thread, DirectX, the GPU, and finally onto the display. We’ll explore how these stages synchronize, how frames are queued and presented, and how small decisions can add measurable latency.

By the end, you’ll have a clearer picture of frame pacing, vsync, VRR, swap chains, input delay, and Unreal’s game thread synchronization options, so you can make more informed decisions on the tradeoffs between performance and responsiveness.

Session Takeaway

The audience will learn about the many different factors that make up whether a frame makes or misses a vsync.

Session speakers

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