Asset Systems and Scalability
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0:04Casey Muratori: Introducing Chris Butcher
0:04Casey Muratori: Introducing Chris Butcher
0:04Casey Muratori: Introducing Chris Butcher
1:55Chris Butcher: Managing large teams is the opposite of pure compression programming
1:55Chris Butcher: Managing large teams is the opposite of pure compression programming
1:55Chris Butcher: Managing large teams is the opposite of pure compression programming
2:33CB: Show of hands: Programming team size
2:33CB: Show of hands: Programming team size
2:33CB: Show of hands: Programming team size
3:22CB: 680 people at Bungie working on Destiny
3:22CB: 680 people at Bungie working on Destiny
3:22CB: 680 people at Bungie working on Destiny
3:46CM: Take us back to before Destiny
3:46CM: Take us back to before Destiny
3:46CM: Take us back to before Destiny
4:15CB: Halo's engine and its tag file
4:15CB: Halo's engine and its tag file
4:15CB: Halo's engine and its tag file
7:07CB: Matching structure of the tag file and in memory
7:07CB: Matching structure of the tag file and in memory
7:07CB: Matching structure of the tag file and in memory
8:19CB: Data crawl and fix-up in the development build
8:19CB: Data crawl and fix-up in the development build
8:19CB: Data crawl and fix-up in the development build
10:17CM: Could you talk more about the asset update process?
10:17CM: Could you talk more about the asset update process?
10:17CM: Could you talk more about the asset update process?
11:03CB: Handle system, updating assets
11:03CB: Handle system, updating assets
11:03CB: Handle system, updating assets
12:09CB: Problem with Halo's development build: Slow startup
12:09CB: Problem with Halo's development build: Slow startup
12:09CB: Problem with Halo's development build: Slow startup
14:04CB: Two asset formats: 1) Individual tag format, for development
14:04CB: Two asset formats: 1) Individual tag format, for development
14:04CB: Two asset formats: 1) Individual tag format, for development
14:41CB: Two asset formats: 2) Cache file, for retail
14:41CB: Two asset formats: 2) Cache file, for retail
14:41CB: Two asset formats: 2) Cache file, for retail
15:11CM: Why couldn't you patch the retail file?
15:11CM: Why couldn't you patch the retail file?
15:11CM: Why couldn't you patch the retail file?
15:32CB: We didn't build that system or have the staff to maintain three versions of the game
15:32CB: We didn't build that system or have the staff to maintain three versions of the game
15:32CB: We didn't build that system or have the staff to maintain three versions of the game
16:18CM: The 20-minute rebuild was still okay, though?
16:18CM: The 20-minute rebuild was still okay, though?
16:18CM: The 20-minute rebuild was still okay, though?
16:38CB: Halo's simple asset pipeline
16:38CB: Halo's simple asset pipeline
16:38CB: Halo's simple asset pipeline
19:24CB: Starting work on Destiny in 2008-091 seeking to reconcile the problem of fast iteration vs fast loading
19:24CB: Starting work on Destiny in 2008-091 seeking to reconcile the problem of fast iteration vs fast loading
19:24CB: Starting work on Destiny in 2008-091 seeking to reconcile the problem of fast iteration vs fast loading
21:47CM: So developers and players use the same system?
21:47CM: So developers and players use the same system?
21:47CM: So developers and players use the same system?
22:44CB: Updating assets in Halo, by poking values into memory
22:44CB: Updating assets in Halo, by poking values into memory
22:44CB: Updating assets in Halo, by poking values into memory
24:29CB: Patching and arbitrary updates in Destiny, and platform convergence
24:29CB: Patching and arbitrary updates in Destiny, and platform convergence
24:29CB: Patching and arbitrary updates in Destiny, and platform convergence
27:48CM: Did you know in advance you'd need a different data pack for PS3?
27:48CM: Did you know in advance you'd need a different data pack for PS3?
27:48CM: Did you know in advance you'd need a different data pack for PS3?
28:34CB: Building the Destiny asset pipeline around differences between PS3 and workstations
28:34CB: Building the Destiny asset pipeline around differences between PS3 and workstations
28:34CB: Building the Destiny asset pipeline around differences between PS3 and workstations
30:05CM: If the transformation always has to be fast, maybe certain transformations could not be done at all?
30:05CM: If the transformation always has to be fast, maybe certain transformations could not be done at all?
30:05CM: If the transformation always has to be fast, maybe certain transformations could not be done at all?
30:20CB: Large team problems: Specialisation
30:20CB: Large team problems: Specialisation
30:20CB: Large team problems: Specialisation
32:29CB: Asset development example: Glowing crate
32:29CB: Asset development example: Glowing crate
32:29CB: Asset development example: Glowing crate
34:52CB: Halo tag system problem: Single-data edit and reload, prohibiting structural changes
34:52CB: Halo tag system problem: Single-data edit and reload, prohibiting structural changes
34:52CB: Halo tag system problem: Single-data edit and reload, prohibiting structural changes
36:13CM: So you'd need to look at a graph of data rather than a single piece of data?
36:13CM: So you'd need to look at a graph of data rather than a single piece of data?
36:13CM: So you'd need to look at a graph of data rather than a single piece of data?
36:53CB: Difference between Halo and Destiny: No graph analysis in Halo
36:53CB: Difference between Halo and Destiny: No graph analysis in Halo
36:53CB: Difference between Halo and Destiny: No graph analysis in Halo
37:56CB: Writing SPU code (micro programs) for the PS3
37:56CB: Writing SPU code (micro programs) for the PS3
37:56CB: Writing SPU code (micro programs) for the PS3
38:37CB: Pushing asset analysis into build time, with dependencies between objects and shaders
38:37CB: Pushing asset analysis into build time, with dependencies between objects and shaders
38:37CB: Pushing asset analysis into build time, with dependencies between objects and shaders
41:39It sucks!
🗪
41:39It sucks!
🗪
41:39It sucks!
🗪
41:53CB: Observations: 1) The heavy price of individual freedom with regard to data dependencies
41:53CB: Observations: 1) The heavy price of individual freedom with regard to data dependencies
41:53CB: Observations: 1) The heavy price of individual freedom with regard to data dependencies
42:35CM: Dependency chains
42:35CM: Dependency chains
42:35CM: Dependency chains
43:21CB: Apparently benign dependencies
43:21CB: Apparently benign dependencies
43:21CB: Apparently benign dependencies
44:00CM: So the "meaningfulness" of a dependency is irrelevant?
44:00CM: So the "meaningfulness" of a dependency is irrelevant?
44:00CM: So the "meaningfulness" of a dependency is irrelevant?
44:34CB: Systematically identifying and removing dependencies
44:34CB: Systematically identifying and removing dependencies
44:34CB: Systematically identifying and removing dependencies
46:37CM: A system of one "collection" requires full rebuilds, whereas Halo had every node as its own rebuildable piece
46:37CM: A system of one "collection" requires full rebuilds, whereas Halo had every node as its own rebuildable piece
46:37CM: A system of one "collection" requires full rebuilds, whereas Halo had every node as its own rebuildable piece
47:15CB: The practicality of eliminating dependencies
47:15CB: The practicality of eliminating dependencies
47:15CB: The practicality of eliminating dependencies
47:54CM: City transit projects, without shutting everything down
47:54CM: City transit projects, without shutting everything down
47:54CM: City transit projects, without shutting everything down
48:19CB: Destiny's general-purpose work scheduler
48:19CB: Destiny's general-purpose work scheduler
48:19CB: Destiny's general-purpose work scheduler
52:10CB: Observations: 2) A general system for handling changes to particular data models is probably the wrong thing
52:10CB: Observations: 2) A general system for handling changes to particular data models is probably the wrong thing
52:10CB: Observations: 2) A general system for handling changes to particular data models is probably the wrong thing
52:58CB: Processing assets
52:58CB: Processing assets
52:58CB: Processing assets
54:33CM: Two-level non-blocking asset processing code
54:33CM: Two-level non-blocking asset processing code
54:33CM: Two-level non-blocking asset processing code
55:26CB: The problem of relieving programmers of the cost of crossing asset boundaries
55:26CB: The problem of relieving programmers of the cost of crossing asset boundaries
55:26CB: The problem of relieving programmers of the cost of crossing asset boundaries
56:38CM: Sorcerer's Apprentice job graphs
56:38CM: Sorcerer's Apprentice job graphs
56:38CM: Sorcerer's Apprentice job graphs
56:56CB: Abstract general code usage example: Rebuilding visibility when making an audio file change
56:56CB: Abstract general code usage example: Rebuilding visibility when making an audio file change
56:56CB: Abstract general code usage example: Rebuilding visibility when making an audio file change
58:19CB: Practically building the arbitrary data graph processor in C++11, having underappreciated graph cuts
58:19CB: Practically building the arbitrary data graph processor in C++11, having underappreciated graph cuts
58:19CB: Practically building the arbitrary data graph processor in C++11, having underappreciated graph cuts
1:04:18CM: Regressing to the serial processor to isolate bugs
1:04:18CM: Regressing to the serial processor to isolate bugs
1:04:18CM: Regressing to the serial processor to isolate bugs
1:04:46CB: 15 megatasks in a graph
1:04:46CB: 15 megatasks in a graph
1:04:46CB: 15 megatasks in a graph
1:07:08CB: The single-threaded graph processor's caching system (March 2011)
1:07:08CB: The single-threaded graph processor's caching system (March 2011)
1:07:08CB: The single-threaded graph processor's caching system (March 2011)
1:10:42CB: Two crash-started programs: 1) Port from 32-bit to 64-bit
1:10:42CB: Two crash-started programs: 1) Port from 32-bit to 64-bit
1:10:42CB: Two crash-started programs: 1) Port from 32-bit to 64-bit
1:11:05CB: Two crash-started programs: 2) Graph dump, relaunch and deserialise
1:11:05CB: Two crash-started programs: 2) Graph dump, relaunch and deserialise
1:11:05CB: Two crash-started programs: 2) Graph dump, relaunch and deserialise
1:14:00CB: Problems with the serial graph processor, and circular dependencies
1:14:00CB: Problems with the serial graph processor, and circular dependencies
1:14:00CB: Problems with the serial graph processor, and circular dependencies
1:17:46CB: Destiny's Asset System 2: Graph processor
1:17:46CB: Destiny's Asset System 2: Graph processor
1:17:46CB: Destiny's Asset System 2: Graph processor
1:19:45CB: Destiny's Asset System 2: Task dispatch engine
1:19:45CB: Destiny's Asset System 2: Task dispatch engine
1:19:45CB: Destiny's Asset System 2: Task dispatch engine
1:21:37CM: This all seems perfectly reasonable from the shader writer's standpoint
1:21:37CM: This all seems perfectly reasonable from the shader writer's standpoint
1:21:37CM: This all seems perfectly reasonable from the shader writer's standpoint
1:21:51CB: Nodes collapse in terms of execution but not metadata
1:21:51CB: Nodes collapse in terms of execution but not metadata
1:21:51CB: Nodes collapse in terms of execution but not metadata
1:25:07CB: Problems with Destiny's Asset System 2: Single-threaded graph diff
1:25:07CB: Problems with Destiny's Asset System 2: Single-threaded graph diff
1:25:07CB: Problems with Destiny's Asset System 2: Single-threaded graph diff
1:27:05CM: So parallelising the graph diff is high on your hit list?
1:27:05CM: So parallelising the graph diff is high on your hit list?
1:27:05CM: So parallelising the graph diff is high on your hit list?
1:27:16CB: Graph cuts
1:27:16CB: Graph cuts
1:27:16CB: Graph cuts
1:27:58CM: Can you do the graphs cuts separately from reducing the functionality of the system?
1:27:58CM: Can you do the graphs cuts separately from reducing the functionality of the system?
1:27:58CM: Can you do the graphs cuts separately from reducing the functionality of the system?
1:28:20CB: Implementation of graph cuts
1:28:20CB: Implementation of graph cuts
1:28:20CB: Implementation of graph cuts
1:30:02CM: Explicit links, reducing the changes of merging sub-graphs?
1:30:02CM: Explicit links, reducing the changes of merging sub-graphs?
1:30:02CM: Explicit links, reducing the changes of merging sub-graphs?
1:30:18CB: Reducing unintentional dirtying
1:30:18CB: Reducing unintentional dirtying
1:30:18CB: Reducing unintentional dirtying
1:31:14CB: Better performance, now addressing the problem of cutting the graph to defer asset transformations to runtime
1:31:14CB: Better performance, now addressing the problem of cutting the graph to defer asset transformations to runtime
1:31:14CB: Better performance, now addressing the problem of cutting the graph to defer asset transformations to runtime
1:32:04CM: So going back to the old Halo model, resolving at runtime?
1:32:04CM: So going back to the old Halo model, resolving at runtime?
1:32:04CM: So going back to the old Halo model, resolving at runtime?
1:32:30CB: Establishing an institutional understanding of asset dependencies
1:32:30CB: Establishing an institutional understanding of asset dependencies
1:32:30CB: Establishing an institutional understanding of asset dependencies
1:33:05CB: The moral of the story: Only build systems whose complexity you can totally understand before you start
1:33:05CB: The moral of the story: Only build systems whose complexity you can totally understand before you start
1:33:05CB: The moral of the story: Only build systems whose complexity you can totally understand before you start
1:33:59CM: Thank you, Chris
1:33:59CM: Thank you, Chris
1:33:59CM: Thank you, Chris
1:34:10CB: Shout-out to the team
1:34:10CB: Shout-out to the team
1:34:10CB: Shout-out to the team