Uploaded October 2025 | Updated September 2026, 2 weeks ago
Discover how Perfecto AI streamlines the testing of complex GUI cards and collapsible menus, a common challenge in modern application design. This demonstration reveals how a single, natural language prompt can execute sophisticated tests across multiple platforms, saving significant time and effort.
What you will witness:
Simplified Test Creation: Use simple, text-based prompts instead of complex code to test intricate UI elements.
Cross-Platform Consistency: Write one test and run it everywhere—on mobile and desktop.
Comprehensive Validation: Ensure both the behavior and the content of your UI components are correct.
Increased Efficiency: Drastically reduce the time it takes to create and maintain tests for dynamic interfaces.
Ready to see more?
Explore how Perfecto AI tackles the most difficult testing challenges and makes the untestable, testable.
Watch Perfecto AI in action: https://ter.li/ik4fsu
@PerforcePerfecto @PerforceSoftware
Discover how Perfecto AI streamlines the testing of complex GUI cards and collapsible menus, a common challenge in modern application design. This demonstration reveals how a single, natural language prompt can execute sophisticated tests across multiple platforms, saving significant time and effort.
What you will witness:
Simplified Test Creation: Use simple, text-based prompts instead of complex code to test intricate UI elements.
Cross-Platform Consistency: Write one test and run it everywhere—on mobile and desktop.
Comprehensive Validation: Ensure both the behavior and the content of your UI components are correct.
Increased Efficiency: Drastically reduce the time it takes to create and maintain tests for dynamic interfaces.
Ready to see more?
Explore how Perfecto AI tackles the most difficult testing challenges and makes the untestable, testable.
Watch Perfecto AI in action: https://ter.li/ik4fsu
@PerforcePerfecto @PerforceSoftware



![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)






