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|Session Name:||Geometry Caching Optimizations|
|Speaker(s):||Zabir Hoque, Ben Laidlaw|
|Company Name(s):||Epic Games, 343 Industries, Microsoft|
|Track / Format:||Programming|
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|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.|