// Save state every frame, rollback on input arrival
voidonInputReceived(intframe,Inputinput){if(frame<currentFrame){loadState(frame);for(intf=frame;f<=currentFrame;f++){simulate(f,getInputs(f));}}}
ML upscaling integration (DLSS 4 / FSR 4 — 2026)
// Render at 1080p internal, upscale to 4K, frame-gen to 240fps
DLSSContextctx;ctx.initialize(width=1920,height=1080,target_w=3840,target_h=2160);ctx.evaluate(colorIn,motionVectors,depth,jitter,colorOut);
매 결정 기준
상황
Engine
매 AAA, photoreal
Unreal 5.5 + Nanite/Lumen
매 cross-platform indie
Unity 6 / Godot 4
매 Rust-native, ECS
Bevy
매 mobile-first
Unity / Godot
매 simulation / robotics
Isaac Sim / Omniverse
매 fighting game
Custom + GGPO rollback
매 multiplayer FPS
Unreal + Iris/Replication
기본값: 매 unknown scope → Unreal 5.5 (free, AAA features). 매 indie → Godot 4.
언제: 매 shader scaffolding, 매 gameplay script generation (Blueprint → C++), 매 procedural content prompts. 매 Unreal Copilot / Unity Muse.
언제 X: 매 hot-path optimization — LLM 매 microarchitecture 매 weak. 매 profiler-driven manual.
❌ 안티패턴
GC in hot path: 매 frame spike — pool / arena allocator.
Unbatched draw calls: 매 1000+ per frame — instancing / Nanite.
Sync I/O on game thread: 매 hitch. 매 async streaming.
Variable physics dt: 매 nondeterministic — fixed timestep + interpolate.
No frame budgeting: 매 unconstrained subsystem — profile + cap.