Uploaded February 2026 | Updated September 2026, 2 weeks ago
Watch a demo of how the AI-assisted code remediation feature works in Perforce Static Analysis tools. This demo showcases Klocwork as the engine, within Visual Studio Code IDE as an example. The AI assistance is also available in QAC and is designed as an IDE-agnostic and Code-Assist tool-agnostics solution.
Watch a demo of how the AI-assisted code remediation feature works in Perforce Static Analysis tools. This demo showcases Klocwork as the engine, within Visual Studio Code IDE as an example. The AI assistance is also available in QAC and is designed as an IDE-agnostic and Code-Assist tool-agnostics solution.

![Eliminating Development Bottlenecks with Fast Data Delivery from Perforce Delphix [Tutorial]
Are slow, manual data delivery processes hindering your enterprises innovation? This demonstration shows how Perforce Delphix eliminates critical development bottlenecks with fast, automated, and secure data delivery. See how you can achieve 100x faster provisioning, empower your developers with self-service data control, and dramatically improve storage efficiency.
In this video, Perforce Solutions Engineer Ajay Thotangare walks you through the Delphix platform, contrasting the slow, multi-step legacy approach with the streamlined Delphix way. Discover how our platform enables your teams to provision and refresh full, production-quality data environments in minutes, not weeks. We will demonstrate how our automated provisioning, seamless REST API integration with CI/CD pipelines, and one-step refresh capabilities transform your data operations. Stop waiting for data and start accelerating your release cycles.
Learn more about accelerating your time-to-market and transforming your data strategy.
Chapters:
0:00 - Introduction: The Challenge of Slow Data Delivery
0:23 - The Legacy Way vs. The Delphix Way
1:54 - Delphix Platform Demonstration
2:45 - Automated, Self-Service Provisioning in Minutes
3:39 - Refreshing a Data Environment
4:27 - Business Impact with Delphix
5:06 - Deliver Data at the Speed of Innovation
Ready to learn more?
Read our recent blog on overcoming DevOps bottlenecks: https://ter.li/t0p7ck
Explore Delphix products for faster data delivery: https://ter.li/669mrp
Request your data delivery demo of Delphix: https://ter.li/iivrb6 Eliminating Development Bottlenecks with Fast Data Delivery from Perforce Delphix [Tutorial]](https://i.ytimg.com/vi/oHajDyszReE/mqdefault.jpg)







![Trading Render Farms for Real-Time at M2 Animation
At M2 Animation, scaling cinematic production meant rethinking everything—from rendering pipelines to how directors interact with scenes.
Benjamin Foo, CG Supervisor at M2, walks through the studio’s transition from a traditional Maya/Redshift workflow to a real-time, Unreal Engine-based pipeline. What started as a necessity—limited compute power and rising production demands—quickly became a creative advantage.
Instead of waiting on renders, teams now iterate instantly. Directors can step inside scenes, shape environments in real time, and collaborate more closely with artists. But that shift also brought new challenges—from managing massive asset libraries to balancing visual fidelity with hardware limits.
Ben shares how M2 builds custom tools, embraces experimentation, and uses Perforce P4 to manage version control across complex productions—all while keeping artists empowered to explore and create.
In this episode:
How M2 transitioned from a traditional render pipeline to Unreal Engine
Why real-time workflows unlocked faster iteration and creative freedom
The technical and cultural challenges of scaling cinematic production
How teams balance visual fidelity, performance, and hardware limits
The role of custom tooling and experimentation in pipeline evolution
How Perforce supports collaboration and version control across teams
Why empowering directors inside Unreal Engine changes the creative process
Timestamps:
[00:00:00] Cold Open
[00:02:25] Meet M2 Animation
[00:03:02] Ben’s Career Path
[00:04:15] CG Supervisor Role
[00:05:17] Before Unreal Pipeline
[00:06:00] Why Switch to Unreal
[00:07:21] First Unreal Trailer
[00:11:08] UDIMs and Virtual Textures
[00:14:05] VRAM Limits and Team Learning
[00:17:30] Directors in Real Time
[00:19:24] Asset Library and Versioning
[00:22:39] Shot Based vs Sequence Based
[00:25:34] USD vs FBX Today
[00:26:55] FBX vs USD Plans
[00:27:25] When Fixes Leave Unreal
[00:29:19] Material Notes Workflow
[00:32:32] Instances Per Shot Tweaks
[00:34:03] Perforce Locking Discipline
[00:35:43] Small Team Version Chaos
[00:39:48] Local Rendering Hardware Strategy
[00:42:23] Cinematic Look Pipeline
[00:45:39] Effects Mostly In Engine
[00:46:50] Lessons And Closing Advice
Links mentioned:
https://www.unrealengine.com/spotlights/shock-and-ork-how-m2-brought-a-warhammer-kill-team-battle-to-life?lang=en-US
https://youtu.be/MjjkWH0eT3U?si=eJlkriPPjwkV2_MP&t=298
https://youtu.be/p9LbaCcFpgE?si=KgjlDW1y0tCoZ9Ly
https://youtu.be/w-siBR9Kt2M?si=aeASyXGN6JQit2V4 Trading Render Farms for Real-Time at M2 Animation](https://i.ytimg.com/vi/qkzu4esUEH4/mqdefault.jpg)
