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CppCon 2016: Nicolas Fleury “Rainbow Six Siege: Quest for Performance'
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While 2014 CppCon talk "C++ in Huge AAA Games" focused on reality for a lot of games developed at Ubisoft Montreal, this talk with focus on what was done to ship Rainbow Six Siege at 60 frames per second. Delivering a game with 5 versus 5 multi-player with heavy procedural environment destruction at 60 FPS was a constant challenge. From memory usage to lock-free solutions, a lot of developed C++ solutions are reusable outside of games. Some interesting analysis tools were also developed to find issues, and their concepts could be reused by any C++ developer caring about performance.
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Nicolas Fleury
Technical Architect, Ubisoft Montreal
Nicolas has 13 years of experience in the video game industry, more years in the software industry in telecoms, in speech recognition and in computer assisted surgery. Technical Architect on Tom Clancy's: Rainbow Six Siege, he is one of the key Architects behind some collaboration initiatives at Ubisoft and was also Technical Architect on games like Prince of Persia. He presented at CppCon 2014 "C++ in Huge AAA Games".
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While 2014 CppCon talk "C++ in Huge AAA Games" focused on reality for a lot of games developed at Ubisoft Montreal, this talk with focus on what was done to ship Rainbow Six Siege at 60 frames per second. Delivering a game with 5 versus 5 multi-player with heavy procedural environment destruction at 60 FPS was a constant challenge. From memory usage to lock-free solutions, a lot of developed C++ solutions are reusable outside of games. Some interesting analysis tools were also developed to find issues, and their concepts could be reused by any C++ developer caring about performance.
—
Nicolas Fleury
Technical Architect, Ubisoft Montreal
Nicolas has 13 years of experience in the video game industry, more years in the software industry in telecoms, in speech recognition and in computer assisted surgery. Technical Architect on Tom Clancy's: Rainbow Six Siege, he is one of the key Architects behind some collaboration initiatives at Ubisoft and was also Technical Architect on games like Prince of Persia. He presented at CppCon 2014 "C++ in Huge AAA Games".
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