Our take on "A Boy And His Kite" by Epic Games, Powered by Granite for Unreal Engine

It's always a challenge to show our tech in action. I mean, you can read as much as you want on the benefits of Granite, showing our main features like texture streaming, virtual texturing and more concretely how much you can save in video memory, how much more data you can use, etc... It's never easy for us to make you understand how the tech actually runs and why (and how) this could actually help you. We have several games, applications and movies that shipped thanks to Granite and they can testify, but is that enough to convince you?

To answer this question, we decided in 2016, just before GDC, to put together a quick demo of what our tech is capable of (on top of the just as impressive megalith demo). We recreated the Unreal Engine's "A Boy and His Kite" demo using our Granite for Unreal plugin to showcase Granite in action.

And to say the least, the results are amazing, as you can see in the video below.

Both sides of the video are showing the demo being powered by our texture streaming plugin Granite for Unreal. For those who are still unfamiliar with our technology, one of our main features is to split your textures into different tiles, and to load frame by frame and just in time, only the tiles that need to be visible on screen. This leads to huge reductions on video memory needs, as well as on loading times. On the right of the image, the lines that you can see represent the tiles, and the colors are the symbol for what mipmap level each tile belongs.

This video is presented as a basic study case here! We didn’t use any of the advanced tile prefetching functionality included in Granite to show the actual automated streaming going on. Also, the cut scenes (when the camera jumps to the opposite area of the scene) are a worst case scenario for the automated streaming because only a limited amount of data is already in memory. And still, the results are amazing, aren't they?

Let us throw in a few figures: we reduced the VRAM usage from 4GB+ to 1GB, with only roughly 500MB being used by Granite - the other 500MB are for the Unreal memory pool (for foliage textures and smaller assets). We also display twice as more textures, from 3.5 to 7 gigapixels. And we managed to get 50% less long frames! Globally, the frame rate is much more stable and the project runs far better in the Unreal editor since all the large textures are now streamed by Granite in the editor as well.

So in case you did not have the chance to watch it earlier, we hope you enjoy it here! We finally had the opportunity to share it with you and hope you can now better understand how our tech runs. Do not hesitate to ping us and let us know what you think about it. And of course, if you want to get your hands on our trial version or our tech, do not wait anymore and request it on our Granite for Unreal page.

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