Video: The iterative programming pipeline of Far Cry 4
In this 2015 GDC talk, Ubisoft Montreal's Remi Quenin discusses game-changing improvements applied to the programming pipeline of Far Cry 4 that resulted in day-to-day workflow improvements for the entire production.
With five platforms to support and twice as much content as Far Cry 3, the sequel presented a big challenge for pipeline efficiency.
Quenin explains how the team built a network cache for "binarized" assets on commodity PCs, outperforming million-dollar commercial hardware and provides examples of how the team accelerated package distribution to be instantaneous for hundreds of concurrent users.
He also shows the tools the team built to allow patching a running instance of Far Cry 4 with locally modified assets for rapid content iteration.
It was an insightful talk that's still worth watching, so developers shouldn't miss the opportunity to do so now that it's freely available on the official GDC YouTube channel!
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