In developing 'Titanfall 2', Respawn wanted more detailed environments, but also a lot more options for player weapons, equipment and titans. One key was adding real-time texture streaming to their engine. However, with little GPU or CPU to spare, they needed an approach that could rely on offline processing. It had to allow artists the freedom to create textures at whatever resolution they want, without having to do much manual setup or tweaking. Finally, for PC, Respawn's team had to work with different amounts of RAM and display resolutions. This session will go into depth about their approach, including their preprocess, how they stream in precomputed data to drive their streaming, their pipeline, how they use histograms to prioritize textures to load or drop, as well as useful tools and lessons learned.