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In this 2017 GDC talk Ubisoft's Matt Delbosc reveals how Watch Dogs 2 replicates vehicle trajectories, compensates for network lag, and realistically represents player-on-player crashes.Â

September 27, 2019

1 Min Read

In this 2017 GDC session, Ubisoft Toronto's Matt Delbosc explores the techniques used in Watch Dogs 2 to replicate vehicle trajectories, compensate for network latency, and realistically represent vehicle-versus-vehicle collisions between players. 

Delbosc disussed in detail several well-known techniques, including projective velocity blending, snapshot buffering, and physics simulation blending, as well as presenting practical approaches for combining them together. He shared copious examples from the development of Watch Dogs 2, and concluded with a look at unsolved issues and where the team might go in the future. 

It was a fascinating talk, one you can now watch for free over on the official GDC YouTube channel!

About the GDC Vault

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page

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