Session Name: | Geometry Caching Optimizations |
Speaker(s): | Zabir Hoque, Ben Laidlaw |
Company Name(s): | Epic Games, 343 Industries, Microsoft |
Track / Format: | Programming |
Overview: | Geometry caching for dynamic environments is like motion capture for character animation, it allows you to create vastly complex motions and interactions but baked into a convenient format. In this session Ben and Zabir show what they learned in the making of \'Halo 5: Guardians\' to fine tune their vertex caching pipeline to make destruction come alive. |