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The massive open world of ‘FarCry5’ breaks all records when it comes to the amount of data it requires. Any system that has to deal with such a load needs to be carefully crafted. This talks will present the architecture of Ubisoft Montreal’s data pipeline, from edition to optimized runtime asset, with a main focus on the part performing the transformation: the asset build system. Ubisoft Montreal’s Engine Architect, Remi Quenin will dive into implementation details of its dependency graph which provides minimal incremental builds, its massively parallel graph evaluation process, and its additional performance features such as distribution, caching, process isolation, and environment isolation for third party software distribution and parallelization. He’ll show how the system performs on the over-10-million-nodes dependency graph of ‘FarCry5’.
Attendee will learn the requirements of a data pipeline enforcing a clean separation between edition and runtime data, how the asset build system is key in such architecture, and how to design and develop one that can efficiently operate on a gigantic amount of data.
Content of this talk is highly technical and aimed at programmers. While pipeline and engine architects/programmers are the main target, build and release specialists might find some information of interest.