54 lines
2.4 KiB
HTML
54 lines
2.4 KiB
HTML
<DIV class="page" id="readability-page-1">
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<div id="player">
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<iframe src="https://cdnapisec.kaltura.com/p/1670711/sp/167071100/embedIframeJs/uiconf_id/43558772/partner_id/1670711?iframeembed=true&playerId=kaltura_player_1547062087&cache_st=1547072087&width=1000&height=570&entry_id=0_6kvuqtmi&videoid=6aafd73d83118f0e6c301022186" width="1000" height="570" scrolling="no" frameborder="0" marginheight="0" marginwidth="0" allowfullscreen="allowfullscreen"></iframe>
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<table>
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<tbody>
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<tr>
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<td>
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<strong>Session Name:</strong>
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</td>
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<td> Parallelizing the Naughty Dog Engine Using Fibers </td>
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</tr>
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<tr>
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<td>
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<strong>Speaker(s):</strong>
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</td>
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<td> Christian Gyrling </td>
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</tr>
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<tr>
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<td>
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<strong>Company Name(s):</strong>
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</td>
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<td> Naughty Dog </td>
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</tr>
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<tr>
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<td>
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<strong>Track / Format:</strong>
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</td>
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<td> Programming </td>
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</tr>
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<tr>
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<td>
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<strong>Overview:</strong>
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</td>
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<td> This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks. </td>
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</tr>
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</tbody>
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</table>
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<br>
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