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|    Programming

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including: mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.


Efficient Texture Streaming in 'Titanfall 2'
Chad Barb
In developing Titanfall 2, we 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 our engine. However, with little GPU or CPU to spare, we 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, we had to work with different amounts of RAM and display resolutions. This session will go into depth about our approach, including our preprocess, how we stream in precomputed data to drive our streaming, our pipeline, how we use histograms to prioritize textures to load or drop, as well as useful tools and lessons learned.