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On this occasion, we will discuss the presentation given by Jalal El Mansouri, Technical Architect at Ubisoft Montreal, during the Game Developers Conference 2016. In it, he talks about how they implemented the material management system for Rainbow Six Siege by grouping draw calls into efficient batches and using unified buffers to optimize the processing of procedural destruction.Watch full presentation:
https://www.youtube.com/watch?v=RAy8UoO2blc
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosOn this occasion, we will discuss the presentation given by Jalal El Mansouri, Technical Architect at Ubisoft Montreal, during the Game Developers Conference 2016. In it, he talks about how they implemented the material management system for Rainbow Six Siege by grouping draw calls into efficient batches and using unified buffers to optimize the processing of procedural destruction.Watch full presentation:
https://www.youtube.com/watch?v=RAy8UoO2blc
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_