~/talk

The Visual Technology of Gears 5

Talkat Unreal Dev Days 2019 · on Thursday, 2019-11-21· [creative-coding, web-performance]
links:none on file
slides:none on file

Modified UE4 4.11 with spot integrates plus Houdini and Maya pipelines produce concrete results: doubled hero-character triangle budgets (cinematics to ~100k tris), a Houdini-driven fracture pipeline feeding a GPU vertex-offset Swift Destruction system, a Volume Fog Painting Tool to cut injection costs, and a GPU-focused Swift Particles system. Replaced shadow maps with distance-field ray-traced shadows, implemented async post-process (~1.3 ms win), compressed textures ~350 MB and leaned on HLODs to hit 60 fps on Xbox One X across campaign and realtime cinematics.

AI-written summary · about

  1. 0:00Intro
  2. 2:35Colin's Background
  3. 3:28Gears 5 tech foundation
  4. 4:56Maya tools- Budgeting Tool
  5. 6:33Maya Tools - Atlas
  6. 7:03Houdini Tools - Destruction Tool
  7. 7:35Houdini Tools - Alembic Cache Destruction
  8. 9:36Volume Fog Painting Tool
  9. 10:42Volume Fog Shaders
  10. 13:47Lighting Performance/Memory equilibrium
  11. 15:06DF Ray Traced Shadows
  12. 16:13Swift Particles
  13. 18:50Swift Destruction
  14. 19:47Material Masking System
  15. 22:11Snow and Sand - Deformation
  16. 23:50Relaxed Cone Step Map Video
  17. 24:25Overworlds
  18. 26:11Characters - Eyes
  19. 26:52Characters - Skin
  20. 34:19Performance: 60 frames per second
  21. 36:52Temporal Upscaling and Async Post Processing
  22. 43:55Content Memory
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