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Session Name Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
Speaker(s) Remi Quenin
Company Name(s) Ubisoft Montreal
Track / Format Programming
Overview With five platforms to support and twice as much content as Far Cry 3, Far Cry 4 presented a big challenge for pipeline efficiency. To reach the maximum achievable quality in such a massive open-world environment, iteration is key. This talk will discuss game-changing improvements that we applied to our pipeline that resulted in spectacular day-to-day workflow improvements for the entire production. We'll explain how we massively reduced the compile time of our 2.5M lines of C++ code to under a minute. We'll describe how we built a network cache for "binarized" assets on commodity PCs, outperforming million-dollar commercial hardware. We'll show how we used this asset store to speed up our data builds, and how we accelerated our package distribution to be instantaneous for hundreds of concurrent users. Finally, we'll show the tools we've built to allow patching a running instance of the game with locally modified assets for rapid content iteration.

GDC 2015

Remi Quenin

Ubisoft Montreal

free content

Programming

Programming


UBM Tech