On Demand Texture streaming - How we made all our Cod's fit on one PS4
Talkat GCAP 2022: Ambition · on Wednesday, 2022-10-05· at 10:00· Room 109, 1 Convention Centre Place South Wharf, Victoria 3006·
summary
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.
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chapters (14)
- 0:00Introduction and terminology
- 1:43Defining the storage problem
- 4:13Implementing texture streaming
- 6:16Vanguard streaming strategies
- 9:05Storage and data verification
- 12:00Multiplayer rate limiting
- 13:45Debugging and performance
- 17:11Overcoming technical bugs
- 19:42Addressing packet burst issues
- 21:32CDN in action demonstration
- 24:30Visual quality assessment
- 26:54Modern Warfare 2 improvements
- 32:30Future goals and summary
- 35:16Q&A session
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