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In this 2017 GDC session, Respawn Entertainment's Chad Barb serves up a deep dive into the company's approach to efficient texture streaming in its 2016 hit shooter Titanfall 2.
June 7, 2019
In this 2017 GDC session, Respawn Entertainment's Chad Barb serves up a deep dive into the company's approach to efficient texture streaming in its 2016 hit shooter Titanfall 2.
It was an illuminating look at Respawn's pre-process, how the Titanfall 2 team used precomputed data to drive their streaming, their pipeline, and how they used histograms to prioritize textures to load or drop.
So if you're looking for an in-depth look at how triple-A texture streaming works in a hit game, or just want to learn more about how Titanfall 2 was made, take advantage of the fact that you can now watch this talk for free over on the official GDC YouTube channel!
In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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