<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>O3DE on Pavel Guzenfeld</title><link>https://pavelguzenfeld.com/tags/o3de/</link><description>Recent content in O3DE on Pavel Guzenfeld</description><image><title>Pavel Guzenfeld</title><url>https://pavelguzenfeld.com/images/og-default.png</url><link>https://pavelguzenfeld.com/images/og-default.png</link></image><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 17 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://pavelguzenfeld.com/tags/o3de/index.xml" rel="self" type="application/rss+xml"/><item><title>Chasing 18 Milliseconds: A Performance Deep Dive into O3DE's Render Readback Pipeline</title><link>https://pavelguzenfeld.com/posts/o3de-performance-deep-dive-readback-bottleneck/</link><pubDate>Fri, 17 Apr 2026 00:00:00 +0000</pubDate><guid>https://pavelguzenfeld.com/posts/o3de-performance-deep-dive-readback-bottleneck/</guid><description>We spent a full session systematically profiling O3DE&amp;rsquo;s multi-camera streaming pipeline, testing eight different optimization approaches, and pinpointed the exact bottleneck: 18 ms of fixed overhead in the AttachmentReadback scope system. Here&amp;rsquo;s what we tried, what we measured, and what it means for the engine.</description></item><item><title>From Unity to O3DE: Multi-Camera Streaming at 1080p in a Headless Docker Container</title><link>https://pavelguzenfeld.com/posts/o3de-migration-exploration-multi-camera-streaming/</link><pubDate>Thu, 16 Apr 2026 00:00:00 +0000</pubDate><guid>https://pavelguzenfeld.com/posts/o3de-migration-exploration-multi-camera-streaming/</guid><description>Exploring whether O3DE can replace Unity as the render engine for a drone simulation that streams multiple 1080p camera feeds via GStreamer. From first scaffold to three live RenderToTexture pipelines in a single session.</description></item></channel></rss>