[Music] welcome to virtual GDC and my talk bringing replays to World of Tanks mercenaries this talk will discuss what it took to get a full replay system working on World of Tanks mercenaries on the consoles and how we replicate our full match on a live client I'm Andrew cava lead software engineer wargaming Sydney and I was part of the team that developed this system along with our colleagues in wargaming Chicago Baltimore who developed World of Tanks mercenaries so what we're going to go over today is a grounding of how we record how we make sure our recordings are ready to play on the client and then the majority of the talk will be on how all of the challenges we had in getting the replays to actually function on the client and then we'll do a quick overview of how replays will help you in development and the future challenges that we decided we weren't going to do
due to the complexity so a World of Tanks mercenaries is a tactical arena tanks combat game on the consoles the console version of World of Tanks on PC and it been live for approximately four years by the time we decided to integrate integrate the replays feature and this meant a build up of a lot of assumptions and workarounds in the code that meant replays really challenged them and broke them the integration took about three and a half years three and a half months and sorry for a three-person team and it was mostly an engine we hadn't actually worked with before so I hope that this talk will really help to allow you to get do that faster and move forward quicker so what is a replay our replay is more than just a video recording it's where the players can watch that sick flip from that where they jumped off that cliff at any time at any point
it's not just this but also everyone else's so any sick flips or multi kills that happen during the game they can watch anytime anywhere from any perspective and this is really distinct from the consoles built-in recording functionality in that it allows you to view from everywhere it's not just what you did previously but what everyone did everywhere so why do we want replays well they're great for reminiscing about the past people love to win see how they dominated a match and its really good for driving engagement outside of the gameplay loop so getting videos up to YouTube or twitch and also eSports is another really big area where replays can really help in driving that player engagement and if none of that is of importance to you then in just the in-house development testing that can really help
from replays is worth it alone so before we get into integrating all this cool stuff into our client let's get a bit of understanding of how we record the replays and how we play them back and distribute them so there are two types of recording you can do there's server side which is what we did which is where we have a single recording per match recorder on the server that has the entire world saved into the replay this of course lacks a bit of the player context because you don't understand what exactly what the player was doing this is where client-side replays come in and they know the understanding of the full player context but there's no understanding what happens in the wider world a well designed network game won't have the greater understanding what's happening outside of what the player can actually view so we want server side recordings and that's primarily what were we talking about here but a lot of the things we discuss actually work with
playing back on client side replays as well so when we do the recording we have a very common capture technique in that we grab the properties and the events before we send them from the server to the client this is opposed to capturing data as it comes into the server and using determinism to play it back primarily due to the fact the World of Tanks is not deterministic and it also means that we can create better debugging tools in order to read those sort of replays from that perspective I want going to really into the how we record because it's a rather common technique so if you need more information there are GDC talks on this already or just look up how unreal does its recording because this techniques very similar for the rest of it the recording is backed up to an extra service so our recordings are always fairly stable and once the match is done we upload it to a Amazon like CDN using
CPH service and once that's completed we add native to our catalogue so therefore it's searchable by all the players once the players want to have to find it they send an elastic search query through the server to the catalog the catalogue then returns the link to the location on the CDN and the players are able to download that straight to their machines playback is the simple part all we're doing is creating a fax server connection to the replay file so the replay file just sends the messages is read and sends a message is through to the real game and the game doesn't actually really understand that a replay is playing for all its concerned it's actually playing back live messages from a server this means that we're not having to affect the client very much at all and therefore we get the playback almost for free but that doesn't solve all of the
problems this is where all of the challenges we had to wherever come came in and that's getting the client to work with the replays playing back in a whole bunch of different circumstances based on assumptions that no longer hold true so I hope that if you have a game then this will be a sort of cheat sheet that allows you to know exactly what to do should you encounter a problem and if you're just starting out then this is really advice on how to defensively code your systems so that you can have a much smoother integration so the first point I'll make is our goal is to edit the client as little as possible so the replays aren't a specialized thing that weren't always hold true rules we'll find out but in general we're trying to make it so that replays aren't something the client knows about it's just something that happens so what did we support while we supported being able to access all of the replays by
browsing for them such as a Netflix style system speeding up and slowing down time as well as jumping forwards and backwards through time we have our free cameras as well as our cameras that attach around the player and we also support being able to see through the players vision so we do have partial player context there on our server side replays we also have a highlight system and entire feature parity across all of our supported consoles so let's get some definitions down first time flow is the playback rate at which we're playing the replay so we go from about 10% speed up to about 800 percent speed and that's important because having limits is really important if you go too fast as we found going beyond 800 percent is that you set up stuff like your physic systems will break when you do that the main thing that this requires is that your update loops have variable deltas
so that you can change the flow of time playing to your systems any assumptions built around a certain frame rate will not work properly once you scale time time jumping on the other hand is ability to go directly from time at a time be without playing without showing the intervening frames so jumping forward here this is where most problems occur the flow is fine when you're just got your update Delta's going but jumping through time as a concept that's not really something that's totally supported if you have a joining progress mechanic the ideas are similar but you will still probably mostly encounter your issues around jumping through time so let's get into it our first problem straight off the bat we had the replays playing back we started playing one thought it was good we paused we hit the menu and we couldn't do anything this is down to the fact that the pause was affecting the entire game the from the moving
through the menu system to everything else there was no concept of a split so what we needed to do was to split up how our updates were affected so any so anything for gameplay was modified by our playback rate Delta things like animations particles physics all of they all needed to be able to be slowed down but things like our UI and in the system timers first things like resource loading or spawning or wanted to flow at the original rate so the idea is to split between gameplay and systems and this will get around that problem the next problem was entities sliding and this is something that happens when you really slow down your game to very slow speeds so what's happening here is the tank is sliding straight after we come out of a jump because our network
mitigation lag code was always forward predicting so as soon as that came out of the jump there was no extra frames so it was just lighting the way it was going before we started the jump and a 10% speed this is especially exacerbated due to the fact we're only running a 10 Hertz server at 10% speed which means we're only getting movement updates every second so that's illustrated here so the top one is how the real game works in World of Tanks we have the benefit of a slow game and that means we can sit slightly behind with a natural idea of built-in lag so we're always two point two seconds behind where the server would assume it is and we can move towards that ensuring a specific flow that follows exactly where we should in a replay we don't have those extra two frame buffer there we're playing at the exact same position as we're reading the messages from so it's always forward interpolating and as you
can see by the yellow line it's always slightly off from where it would be now react attempting this would have been quite a significant overhaul and we have our idea that we don't want to touch the client so much to support replays so instead we had to come up with a new solution and that was to effectively mimic what the real world does so when we're reading from our tick frames from the file we don't just take the movement from the frame we're processing we look two frames ahead and we grab the movement from that and then add that in to the movement filters this allows for the interpolation to have that information to look forward and it always flows through correctly if you have a game where you're always running at the bleeding edge of your time and you're relying on forward error prediction or interpolation you can still use this technique to make sure it smooths out and you don't have any differences between what the service saw and what the replay is actually playing
back so our next one is a jump backwards so a jump forwards is relatively simple we just play the messages between time a and time B and that's what we get and we get up to exactly where we need to be we can't really go from time B to time a because we can't roll back what we've done so the solution here is more to make the jump backwards just to jump forwards but we do any entire world reset therefore shifted the issue from being able to do it to the amount of time it takes to do it so reloading the world naively if we just completely reload means that we're going to have to pay the cost of a full reload and that's something we didn't want to have to do so we had originally had a 30-second load and we got that down to about four seconds with some mitigation steps those beings things like making sure we kept all of our
assets around between a reload so specializing that so any Maps textures anything is kept in memory it's not destroyed like the usual path would and also we made sure that as our world can be destroyed and things can change and State is different we made sure that when we loaded the world we kept a vanilla copy just stored off to the side ready to go so that when we did a reset all we had to do was a simple dump of that vanilla world over the top of the modified world and we're immediately back to the starting state we needed so this cut down our low reload times so relatively very quickly we'd have to make sure that if you have any caching going on such as putting decals in your world or animations playing or anything else that effects well visually that these things are cleared otherwise you come back from your reset and your decals are still all over the ground of your map so
once we've got our reload properly optimized we need to do the four jump and optimize that so what we can see here is off to the left of the graph there is a massive frame spike and we see that that directly correlates to the amount of messages we're processing because during a time jump for words we are processing all of those messages that are in between the two times and if this is a jump backwards from the end of the replay that's a lot of messages that we have to process so in order to get around this we want to limit the amount of messages we have to actually process during a jump so what we did was to break up the messages into special categories the first one was dropping all so these were four messages that we didn't really need to process anything that didn't have a lasting impact on the game such as any shot traces or flashy particles that are only there for a couple seconds keep last is more for
events that have discrete property updates things like movement or health updates that are sent to the client as absolute numbers the final one is the unfortunate category of always and their messages we always have to play any of updates that happen via Delta's or any events that required future events we'll need to reference are things that will have to always process so in order to illustrate that here we have an example of a whole bunch of messages over a couple of frames so we see that with this we can drop any of the shot fired messages they're not important to play so that gets rid of a few messages then we get to our key blasts which is where a lot of our benefits come from and this is we see the bottom few messages both position updates and asset health so as their absolute we don't have to play any of the previous messages and with all those
gone we get to our always so anything that's adding score is a delta score time so we have to play that or setting various you know the light related flag state we have to play that but we see we've gone from about nineteen to around six messages so it's a significant increase in performance because we'd have to process all of those messages unfortunately this is the level of optimization we had to stop a World of Tanks due to existing architectural decisions but there are more you can do checkpointing is probably the best way of optimizing this so that's copying your state current state of the world into a certain location and being able to immediately dump that so in between our world reset we would dump the world we will take the world state put that there then we would take the checkpoint State overlay that and then just have to
play the small amount of frames between where the checkpoint was and where we actually want to be so that frame spike is more consistent because it's directly related to how big a gap there is between your checkpoints which means you if you have excessively long hour-long replays you're not getting massive spikes because your checkpoints could be approximately every minute and therefore it's more of constant in order to make full use of checkpoints we have to make sure that our worldís state is set up in a certain way so there are two methods of sending stuff from the client server to the client and it's either by replicating properties or by sending events so in order to support checkpointing better making sure that your State on your server is representative of what's on your client means you can actually save your state properly so something like decals is not something that's traditionally you would need to store on a server because it doesn't really need to know about it but in the case of replays it is better
to have them actually just listed on the server so that we can store that out as a checkpoint at some point and therefore recreate the decals immediately upon just as a memory copy rather than having to play back every message of an ad decal every time we want to add one and therefore creating more messages and a larger spike when we do jump forwards so a next problem is how we can see players jumping forward as you can see in this video we jump forward a bunch of times we zoom out and then all the trees collapse I mean it's really cool in a samurai movie when someone sneaks through everyone and then everyone collapses at the same time but in a replay that's not entirely accurate the problem here is that our tree system was not designed to operate midway through and this is not just specific to that the animations your
effects like shot particles anything on your HUD if you have timers that show reloads or cooldown affects our destruction and even initialization such as spawning in resources all of these are not can sometimes not be designed to be able to start midway through the redesign to start and then they take control of their own timers or they're in one state or another so what we did to fix this was to make sure that each of these systems understood when they started so when the event happens we store the time that we currently started which means we have to get the time that the replay is currently processing not necessarily the wall clock which can either be the start or the end of the jump then we hit the end of the jump we make sure that we fire off an event to each of these managers of these systems so that we can adjust the duration of
that event based on the start time and therefore set the tree to where it would be as we jumped out so trees can start falling over or they can start completely on the ground already so this solves that problem of not being able to of watching everything for happen at once related to that is having things happen in the wrong position so here we see a time jump and we see the explosions start back where the tank was not where the tank actually is being destroyed this is because these paddles are meant to attach to the tank but they don't know where the tank is during the time jump so similar how we needed to get the time the replay was currently processing we also need to get the position of where the entity is as the replay is jumping through so this is where we have a bit of a deviation from the rule of not modifying the client
specific for replays so what we need to do here is we need to store where the entities are just off to the side not necessarily in our actual interpolation code and when we want a reference or attach to something at a certain position we pull from there during a jump only we could process all of the move messages but that's going to increase a spike because it makes the position and always message that has to always play so this is a trade-off we're having to modify the client but the benefits of being able to do that and not having to play all of those move messages significantly improves the performance and then all the particles and everything that happens at is meant to happen at a certain point can actually happen at that certain point so when it comes to architecture when we're playing a real game a client
really only needs to know about its own player controller it doesn't need to know about other player controllers and therefore unless you are doing a split-screen game in which case this is probably not going to be a problem for you for us we had a singleton that connected to the server as the authority of controlling avatar when we play a replay that doesn't hold up anymore as your player controller is suddenly all of the play controllers for every player in the game and as a single turn every time we tried to create a new play controller we would override our existing one and things would not work properly because it had no idea who it was meant to be in control of for us rewriting this would have been a massive architectural undertaking so we had to find a way around it so what we did was to take advantage of an existing reserve a mode so a World of Tanks has the ability to view and observe a match via an external observer and we leverage
that functionality to do that here so during the recording of the replay right at the beginning we attack we sill insert a fake player and this player represents that observer even though they weren't actually playing in the match as far as the replay concerned they were so when we're playing it back on the client it just creates a player without any knowledge that player didn't actually exist in the game and then follows our existing code paths in order to make use of this observer functionality so if you have something like this in your game you can easily get around this can issue by inserting a fake player into the game and therefore you don't have to touch a replay code at all this also the concept of this recording only message also helps with other issues as well for instance when we're recording our shot events this could happen multiple times so as you can see here every time we send out a
shot to one of our clients we have to record it to a replay so if three people see a shot then we recall that message three times into the replay to one or even zero so we can get to the point where we don't actually record this into the replay and this isn't great because especially we were thirty play again you're recording the same message 30 times so instead what we did is we don't actually record certain messages such as firing shots what we do is we specialized that and record that to our replay only entity that we talked about earlier this way we're only recording it once and even then if no one actually saw it we still end up recording it so in this case if a tree falls in the forest and nobody hears it it does in fact actually make us out so this gets us to a point where we're going to need some feature requests and one of those feature requests was being able to see where the player viewed from
so we see here that as we were in the free camp we saw every one but now things are popping in as we view from the player's perspective the problem here is the replay has no player context it doesn't have the concept of what the player could see so the first thing we have to do here is to actually record that information so the server is sending which people the player can actually see so we record that off to the side so we can play that messages back as the replay comes in then we get to the client side and have to deal with that and there are two methods for this the first way we can do it aligns with our don't modify the client for replays paradigm in that at the level of processing the messages if we are viewing from a certain perspective we don't actually play those messages so if therefore an entity that that player can't see we don't play that message at all we just lock it off and the client
plays as normal now this works really well but it does have some caveats in that if you want to switch players or you want to switch to free cam you're always gonna have to do a reset because certain messages have been played and therefore you can't guarantee the state of the world is actually consistent it also means you can't do something such as ghost where you show what players couldn't see but you actually want to show a visual representation of where that player was so what we did do instead was we did it a lot bit lower down so we let the messages come through and reprocess them but if that other entity wasn't visible to that player then we hit it and it only became visible when we received the message telling us that the visibility was actually true so in effect we're modifying the client to make the replays work properly using visibility but it gives us the ability to instantly switch between other players and all we're
doing is toggling visibility flags or switching to full view of everything and all the other features that we can support based on having this information so this is another example of you have to make the call on whether the trade off is worth it in order to change what the client is doing for tree players so similar to what we did before was we wanted to see what the player could see then the request was we want to actually see exactly how the player saw that which is viewing from the camera of the player if you have a first-person game or something where the cameras generally lock to a bone this is relatively simple but for us we have a free moving camera so the only real solution would be to send the camera data up to the server and this has this has no tangible benefits to the game so you can go to
your server engineers and please sir can I have some more bandwidth there's a chance you'll get a No so the next option is just faking to you make it we attach to our camera to our bone at the front of our turret so we actually we're seeing where the player was looking and when the player fires we see exactly where the player fired of course we don't have any information about where they're free looking but there's been no complaints about that not being there once the sniper mode went in that seemed to work properly so it's not really that important if you don't have the exact players experience then if you if that's 100% important for you then there are client-side replays that do that as well so one another feature is our highlight system and this requires metadata so we
need to be able to store when the highlight happens we had a few things that we wanted to do and one of those was we wanted to keep everything in one single file so we had one replay file to store to and distribute so we didn't want to be I have to be able to modify the header on the fly and rewrite out the file while it's still being recorded we didn't want any processing after the match had finished which takes up time on the server before we uploaded it so we needed the ability to insert that metadata into the file while it was still recording and the way we do this is to leave the metadata in with the other tick box so whenever we want to write out a piece of metadata we have our tix and then we'll insert the metadata then when we're playing it back because we're reading things into memory and larger chunks we're able to pre-process that metadata before it would actually hit it as it is playing back while faking the messages that come
in from the server so for us our replays are only around seven megabytes so we can fit that entirely in memory pre-process the whole thing and strip out all the metadata before we start playing back through the file and then just you know the matter that metadata and we get there this also works for live streaming because it's not reading from a separate file as the messages are pulled into memory you can still pull your metadata out and place your highlights on your timeline as that plays back so feature parity we had to support this bad boy but something like this is important for things if you have a mobile game that runs across multiple platforms or even if you're running your main game on mobile memory limitations and processing limit meaning you may have to make some trade-offs but it's important to have feature parity as having everything work across all of your systems means that people don't have to wonder whether something is working or something is not
both for your players and for your testers so we've made some trade-offs so when it comes to memory specifically on the 360 we had none left so we had to disable something like our world instancing it meant longer load times but it meant we still supported rewinds which is really important for replays we also had to deactivate some optimizations that would run in the game as when you're playing back a replay you're less concerned about maybe slight hitches in your framerate when your k/d ratio isn't dependent on it it's less of a concern and we also had to put the replay file on the hard drive and stream it from there as on the Xbox one and ps4 we could just store all our memory cuz we had the room we had to put it on the hard drive for the 360 and that meant a whole bunch of extra TSA requirements we had to support there's also some slight processing changes such as dealing with fog and loading especially when you took
a free cam and you could suddenly view the entire map we had to make sure it worked in that situation a situation hadn't really come up before so the main theme of what we've been talking about all about through our client is assumptions and that there are a lot of assumptions that can be violated by replays so for the instance in this specific video no one noticed during when you're playing gameplay that your tank explodes slightly before your shot can go out to it but in a replay at a slope playback rate it is incredibly obvious and that's something no one really picked up on so what you have to make sure is that you check all of your symptoms here is a list of a bunch of assumptions I'm not going to go through all of them but just make sure that if you have an assumption if you've said that can never happen make sure in replays you test that that can never happen and that brings us to the end of the
game integration section so we just have to make sure that when you're integrating into your client you make sure you take into account the flow of time and how we jump through time how the networking beautiful Asian logic works and how your entities move around and to stop sliding in for error prediction problems how you represent your world and the state so we can do things like checkpointing how you control your player controller controls our avatars whether that's a singleton or whether you can actually do multiple controllers at once and also how these entities all handle time as well and especially your menus in external areas and just make sure you check all your assumptions so now we have replays replays working fine they're great for players but how can they help us in development and the
answer is quite a lot actually before we can actually use these sort of replays in development we have to make sure that our replays are trusted and tested and they can be a difficult thing to diagnose issues like this because there's very time-sensitive concerns going on it's very hard to debug something that is time critical so what we did do was we made sure that we had the ability to output a replay file as something that's human readable pending all our messages and the parameters so we can read it this not only allows you to spot things such as that duplicate event processing that I talked about earlier but it also allows you to diff two different replays to see where something could be different SIF messages are in and out of order causing different problems and you can also pass this sort of thing external to over half a team to play it in the game something
like if you want to do machine learning or check the hot spots on maps so once you're suddenly in development and using these they're great for reliable reproductions so your QA you can do something you don't have to replicate their ninja skills in order to replicate the problem they had you just have to grab the replay file from what they did and automatically your client will play it back without having you having to actually do it and because the replays are playing back through the client is normal this means that you actually get that benefit you can also sharing accesses replays from anywhere and therefore don't have to attach files around and potentially lose them and you can also insert the metadata into the replays so that it's all straight there you can jump directly to where the issue occurred rather than having to deal with time codes and scrubbing and trying to find where the problem was it's also really beneficial
for performance testing and regression testing any form of automatic testing replays go hand-in-hand with so you're able to play the exact same thing time and again without running into issues and or as I mentioned earlier it also represents the real game so it's a lot better than any spin testing or just placing cameras in the world and looking at a generic thing because you actually can see what your players are actually doing and looking at so you're getting real-world performance data as opposed to just generic data it also means that you can take your replays used for smoke testing and use them for your performance testing so this is a caveat in that replays which we'll discuss soon go out of date very quickly and so the scenarios need to be reproducible via
either an automatic creation method or by a manual creation in order to be able to do consistently over several days they're also helpful in life so once your game has gone live you can use replays to help deal with players so if the replace if a player finds an error in a game in there they're one in a billion era you can just grab their replay and see how that happens rather than trying to reproduce it a million times yourself it's also great for identifying if anyone's cheating you see how they manage to get underneath the map and get behind that zone where only they could shoot out from and also if there are any complaints about balance issues you can see from a replay where potential map problems might be or where a tank or anything can be overpowered it's also great for post-processed analytics so if you come up with some stat that you want to be tracking then you're able to just write that process a whole bunch of replays and get that information
immediately rather than having to wait two weeks for your players to play through it and this also works for something like machine learning if you want to be able to have your bots learn from how other players play you can just process your replays and done that so now we've discovered how they help us in development and how to get things into the client we're going to briefly just go over some of the things we decided not to do because we considered them either to be too complicated or not worth our time so I'd be feel free to try and do some one of these things they're probably GDC talks on their own and I'd love to be in the front row to hear how you actually overcame these problems so the first one is playback in Reverse so what you're seeing on the screen is me faking it by playing a video back in Reverse we don't actually support something like this because of how complicated it is events all have
this start position so when you're playing the replays start to end you're hitting the correct points but the server very rarely knows where event would end such as playing a particle effect it has no idea where the event would end so when we're playing back it doesn't know where to start so in order to support something like this you would have to pre-process your replay before you play it in order to calculate the end times on the client and store that somewhere so that when you play backwards you can actually hit that point spawn the particle effect jump it to its endpoint yeah I mean you've already set up your duration so you can start from any point and then play it backwards but I probably haven't touched the surface of all the problems here because there are all be other problems with your network latency interpolation movement code not being able to support negative times and jumping between negative and positive it's it's something you should probably talk to your excited designer about and just temper them to say it's probably not worth it the next big one is
versioning and this is something we talked about quite a lot right at the beginning the main problem being that it's something that will be nice to have but it's very difficult to support so replays get out of date quite often because as soon as you change your map move a rock somewhere or make a asset slightly wider you're certainly gonna get clipping in your replays because that wasn't like that when the replay was recorded same thing for any entity properties or definitions and how they operate or even any code that just controls behavior as these things change the replays will not function appropriately there are mitigation steps that fix this such as for our assets our maps and our entity assets we can download them on demand so we use a hash to look up what we actually need and then we're playing back with the appropriate assets of
course this is a cost factor in that you have to store the assets in an accessible location to be downloaded as required and slows down how quickly you can start your replay for properties we can always create redirect errs that redirect old properties to new properties or break things up into what they should be but then we're paying a performance cost of not only doing that conversion but also how accurate it actually is going to end up being we can get around all of this and just download the entire old client and play a replay file on that that's a very heavyweight you're now storing the entire versions of your game somewhere they can be downloaded and it's not exactly something you can do on a console you can't fire up another executable so again you could change to yourself how necessary something like this is we keep our replays around for two weeks so once we relate to any patch update even Belle leads to replays but we've set that expectation with players
that two weeks is as long as replays are going to hang around for and they understand that when there's a title update that they will be invalidated so that's replace that's everything we did to get replays into a game if you take away anything from this talk then make sure that it's try keeping your replays code and your clients code so that they're the same thing so you're not specializing client just for replays unless of course there are certain situations where the trade-off is worth it make sure you consider the flow of time time is where most of your issues will could happen especially time jumping so think about how a system or a new system will handle how time changes and make sure when you're storing data or writing systems that access data that you consider how the server will send to the client and what you actually need to
play back should we be jumping through time and if you're asked if someone asks you why you possibly need this feature well even if it's not just because players are asking for it it's really important for when you're in development because it can really speed up for as a valuable tool for getting reliable testing and performance analysis and if anything it makes for just bulletproof systems design that works in a whole lot more situations than what a non replay system design would be so thank you for watching I hope you've learned something this is the point where I would normally ask for questions but there's nobody here so if you have any questions just send it off to my email and I'll gladly be happy to respond so thanks for watching and I hope to see you at a later point just
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Distilling the key insights…
Game Developers Conference · 2026
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