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Angelo Pesce (Technical Director, Activision/Blizzard/King)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: Advanced
Physical media space and network bandwidths are precious resources. This talk will teach the basics of texture supercompression, the design tradeoffs, and open problems. Techniques used to ship 'Call of Duty: WWII' and 'Call of Duty: Black Ops IIII' will be discussed.
The aim of this talk is to inspire attendees to go back to their games and start experimenting with their BCT blocks to reduce texture asset size. Practical techniques and suggestions will be provided, allowing anyone to start writing small supercompression experiments.
This talk is aimed at rendering engineers. Knowledge of the basics of BCT texture format and LZ compression is preferred, but basic ideas will be illustrated as a refresher.