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3:50: caring less about data size due to built in hardware compression
5:00: the whole memory is used for each level and data is pulled in as/when needed. (Think the whole level blueprint is in memory, assets are pulled in only when required)
11:10: Still some performance left on the table for SSD
11:40: can the engine handle loading data in so quickly is a legit question. Lol
13:40: RT is using checkerboard technique
15:15: headroom from optimizing for 60fps made the 30fps mode even better (guess devs should shoot for 60 more lol)
17:25: there are some areas they could 120fps, headroom for optimizing GPU side for 120 fps available, CPU is difficult.
19:50: development started with focus being a PS5 title
23:05: nefarious head was a huge pain to work RT on lol
24:40 Glass behind glass is a pain for devs using RT
28:00: cinematic uses same assets as game assets
29:10: hair strand system LOD fills in strand texture the closer the camera in, rivet tail if you zoom in 500 thousand to a million polygons.
40:00: a lot of the dialogues were prerecorded in the actors home
