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|Session Name:||Zen of Streaming: Building and Loading 'Ghost of Tsushima'|
|Company Name(s):||Sucker Punch Productions|
|Track / Format:||Programming|
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|Overview:||Ghost of Tsushima is ~15x larger than previous Sucker Punch games and won praise from users for its fast load times and compact patch sizes. This talk examines the technology choices that made this transition possible, from its bumpy start to its even finish. It will delve into our world building strategy and how it evolved. It will also show the details of our various streaming technologies and the tradeoffs encountered in switching to a fine-grained streaming model. It will cover a variety of memory, disc and performance optimizations made to systems including terrain, pathing, physics, AI and rendering. Lastly, this talk will discuss the process of shipping Ghost with an emphasis on ensuring fast loading times and how our technology held up (or not) working from home during a pandemic.|