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|Session Name:||Multi-Actor Behavior Sequencing in The Sims 4|
|Track / Format:||Programming|
|Overview:||As online gaming continues to surge in popularity, simulation complexity increases rapidly and aggressively multi-core platforms become the standard, decoupling game presentation from simulation becomes increasingly important. For The Sims 4, we've developed a novel model for rendering high-fidelity synchronized behaviors involving multiple actors, even when driven by a simulation that runs at highly variable and/or low-frame rates, and which potentially communicates with the renderer over a high/variable latency connection. Historically, such products have often made significant compromises, either by requiring their simulations to run at real-time rates, and forcing extremely rigid synchronization, or by limiting visual quality in critical areas like character animation. Our solution addresses all of these, and is capable of scaling across a variety of game types by offering a core framework for individual game teams to extend and customize.|