Improving Iteration in Geo-Distributed Scenarios
summary
UE5 introduces Virtual Assets (small metadata plus content-addressed bulk payloads) and the Unreal Cloud DDC, wired to Perforce, to cut sync and disk costs. Coalition reports 23 TB raw per branch and 2.1 TB content folders; virtualizing textures saves ~38 GB on the current project and would have saved ~690 GB on Gears 5. Cloud DDC serves ~40M cache lookups/day from 5 regions, stores ~30 TB, runs ~2x faster than VPN for remote editors, and costs ~$31–$35/user/month.
AI-written summary · about
chapters (14)
- 0:00Introduction and challenges
- 2:36Virtual assets overview
- 4:26Unreal Cloud DDC solution
- 6:19Integrated workflow demo
- 8:57Deployment recommendations
- 11:11Coalition case study
- 13:37Gears 5 infrastructure
- 19:18Pandemic and UE5 transition
- 21:53Virtual assets adoption
- 26:46Cloud DDC adoption
- 30:30Case study results
- 33:20Technical deep dive
- 39:20Replication and deployment
- 45:10Roadmap and conclusion
related talks
15mBringing the game studio to the
25mGame Production in the Cloud
25mUsing Unreal Engine in Simulation Applications
55mSo You're Trying to Support a Medium Sized Studio....
34mArchitecting Content for a Live Service Game
49mOn Demand Texture streaming - How we made all our Cod's fit on one PS4
48mARK on iOS: Leveraging UE4 for 98% Content Reduction
08h 44mJetBrains GameDev Day 2025
