Budgeting in a Post-Polycount World | Unreal Fest 2024

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Published on ● Video Link: https://www.youtube.com/watch?v=q28KMKjUZkI



Duration: 49:42
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In pre-production for Firesprite’s next title, they have learnt a lot about Unreal Engine 5.2 workflows and best practices. In this talk, Steve Walker, Director of Engineering at Firesprite, will look at how Budgeting has changed with the latest round of hardware and amazing Unreal technologies. He will then take a deeper dive and share Firesprite’s findings around memory consumption, Nanite, Virtual Shadow Maps, and lighting, focusing on performance and achieving visual fidelity.




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Tags:
Unreal Engine
Epic Games
UE4
Unreal
Game Engine
Game Dev
Game Development