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|Session Name:||Back to the Future! Working with Deterministic Simulation in 'For Honor'|
|Company Name(s):||Ubisoft Montreal|
|Track / Format:||Programming|
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|Overview:||For Honor gathers 8 players on a battlefield, with a hundred NPCs and many other interactive ingredients. With a traditional network model, it would be a nightmare to replicate while keeping the bandwidth consumption low and preserving the precision and fairness of the fight system. In this session, Jennifer Henry (Gameplay Programmer at Ubisoft Montreal) will present the non-authoritative architecture behind the game, a variation on deterministic simulation that uses time travel to not hinder fluidity and responsiveness. But, as every team that commits to new tech, the 'For Honor' team faced many challenges. From the drastic optimizations needed to run 8 times the gameplay in a single frame, to the constant need to make your tools and processes evolve; from the desynchronization bugs that come with strict determinism, to the hard balance between shipping your game and training newcomers; Jennifer will deep dive into the mysterious world of deterministic simulation, by presenting the lessons she learned with her 'For Honor' gameplay team over the past 6 years.|