GDC: Texture Supercompression in Call of Duty & Beyond
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by Franciszek Zgliński
3 hours ago

9:46 - actually I have a solution for You ;) Try this setup instead of LandscapeCoords node:

you have access to OpenColorsIO since 2011. The Academy Software Foundation (ASWF), a neutral forum for open source software development in the motion picture and media industries hosted at the Linux Foundation, today announced that OpenColorIO (OCIO) has been approved as the Foundation’s second hosted project. btw spi released

by Rathan kumar.Muthyam
1 days ago

Thanks for sharing and detailed production breakdown

GDC: Texture Supercompression in Call of Duty & Beyond
5 February, 2019

Physical media space and network bandwidths are precious resources. This upcoming GDC talk will tell you about the basics of texture supercompression, the design tradeoffs, and open problems. The talk will be based on the techniques used to ship ‘Call of Duty: WWII’ and ‘Call of Duty: Black Ops IIII’.

As part of GDC 2019’s Programming talks, Activision Central Technology technical director Angelo Pesce will host “Texture Supercompression in ‘Call of Duty’ and Beyond,” a talk about the basics of texture supercompression, the design tradeoffs, and the open problems.

The developer want to inspire other artists to go back to your own projects and start experimenting with your BCT blocks to reduce texture asset size. He will provide practical techniques and suggestions to let everyone start writing small supercompression experiments on their own.

You can learn more here. Let us know if you’re coming to this year’s event.

Landscape Auto Material by VEA Games is a flexible auto-painting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically!

Check the full feature list

Contact VEA Games

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