Red Dead Redemption Android mobile Rockstar Texture streaming and Vulkan compatibility discussion

Reference Source / Build Object:

Project Overview
I stumbled upon this S3 bucket while researching high-fidelity asset streaming for open-world environments on Android. I am currently trying to optimize a large-scale terrain in Unreal Engine 5 for mobile, and I am looking at how major studios handle memory management.

This object appears to be a build artifact related to the keyword topic. I am sharing this for discussion regarding the compilation method and texture compression standards used here (ASTC vs. ETC2). It is interesting to see how the lighting bake was handled for a mobile architecture.

Technical Observations & Build Highlights

  • Vulkan Support: The package seems to prioritize Vulkan API for rendering, which offers lower overhead compared to OpenGL ES 3.1.
  • Asset Density: High-poly rendering techniques are utilized without significant frame drops, likely due to aggressive LOD (Level of Detail) implementation.
  • Touch Interface: The UI mapping overlay is integrated directly into the viewport rendering pass.
  • File Structure: The data compression ratio is quite high, suggesting Oodle or Zlib compression was used for the pak files.

System Environment for Testing

  • Platform: Android / ARM64
  • Graphics API: Vulkan / GLES 3.2
  • Architecture: Unreal Engine / Proprietary Wrapper

Has anyone else analyzed the shader cache generation in builds like this? I am trying to replicate this level of optimization in my current UE5 project.