To Stream or Not to Stream, That is the Question - Łukasz Łukasik (Techland)
In this presentation, the speaker will discuss building the city for Dying Light 2. The session will cover resource streaming, how the team decided when to load or unload assets, and the techniques used to ensure seamless transitions that preserve player immersion. The speaker will explain the LOD (Level of Detail) workflow, including the use of semi-automated LOD1 and manually crafted LOD2 (region LODs). A short video will be shown to introduce the game world, created using Techland’s proprietary City Builder tool. The presentation will conclude with insights into memory optimization for old-gen consoles and key lessons learned during development.
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Contents:
00:00 – Introduction and Shakespeare joke
05:00 – Speaker’s background and tools team role
10:00 – Dying Light 2’s five-region city design
15:00 – Memory limits and streaming system overview
20:00 – Buffer zones and region-switching mechanics
25:00 – LOD logic and spawn hierarchy explained
30:00 – Removing building layer to optimize loading
35:00 – Spawn zones by proximity and object categories
40:00 – LOD transitions from exterior to interior detail
45:00 – Why streaming is essential in open world games
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