Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Adrian Bentley (Lead Engine Programmer, Sucker Punch Productions)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
Ghost of Tsushima is ~15x larger than previous Sucker Punch games and won praise from users for its fast load times and compact patch sizes. This talk examines the technology choices that made this transition possible, from its bumpy start to its even finish. It will delve into our world building strategy and how it evolved. It will also show the details of our various streaming technologies and the tradeoffs encountered in switching to a fine-grained streaming model. It will cover a variety of memory, disc and performance optimizations made to systems including terrain, pathing, physics, AI and rendering. Lastly, this talk will discuss the process of shipping Ghost with an emphasis on ensuring fast loading times and how our technology held up (or not) working from home during a pandemic.
This talk includes in-depth details on the streaming technology for Ghost of Tsushima as well as several algorithms and tips on achieving quick loading times and good performance with large-scale games.
Programmers of any experience level, interested in open world games, low level streaming, or engine technology should find this talk interesting.