~/talk

On Demand Texture streaming - How we made all our Cod's fit on one PS4

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Overview of a CDN-backed texture system called On Demand Texture streaming that downloads high-res mips only when encountered, stores them in per-console x-pac slices and a user cache (starts at 12 GB cache on gen‑8, 30 GB on gen‑9). Engineering tackles file I/O, SSD write caps and multiplayer packet bursts with aggressive rate limiting and verification; results are concrete: Vanguard cuts install size by about 50% package reduction, Modern Warfare streams ~220 petabytes total and averages 5 GB per user, and the system works in live play.

AI-written summary · about

  1. 0:00Introduction and terminology
  2. 1:43Defining the storage problem
  3. 4:13Implementing texture streaming
  4. 6:16Vanguard streaming strategies
  5. 9:05Storage and data verification
  6. 12:00Multiplayer rate limiting
  7. 13:45Debugging and performance
  8. 17:11Overcoming technical bugs
  9. 19:42Addressing packet burst issues
  10. 21:32CDN in action demonstration
  11. 24:30Visual quality assessment
  12. 26:54Modern Warfare 2 improvements
  13. 32:30Future goals and summary
  14. 35:16Q&A session
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