REAC 2023 DAY 2 Lessons Learned from Far Cry Dunia Engine’s Shader Pipeline
Автор: Rendering Engine Architecture Conference
Загружено: 26 июн. 2023 г.
Просмотров: 2 635 просмотров
Full title: Lessons Learned from Establishing a Long Term Vision for Far Cry Dunia Engine’s Shader Pipeline
In this talk, the 3D programming team behind Far Cry 6 will discuss the challenges they faced while developing the game, specifically in establishing a long-term technology roadmap to handle major graphics API transitions and implementing a shader pipeline for the latest title in the franchise. The team will provide specific examples of the obstacles they encountered, such as balancing technology improvements with frequent title releases, maintaining compatibility, and managing the complexities of the shader pipeline.
The talk will also highlight the team’s solutions to these challenges, such as setting boundaries and demanding requirements for modernizing the rendering technologies over the years and multiple releases. It will include their tech roadmap methodology, as well as iterative development, and testing methodology. It will share the outcomes and results of their efforts, including the successful implementation of a solid shader pipeline architecture.
Overall, this talk offers valuable insights into the complex and nuanced process of developing video game technology and provides practical solutions for managing technology upgrades in challenging timelines and development cycles.
Speakers:
Cong Hao He specializes in real-time system engineering. He joined the 3D graphics team behind Far Cry 6 to deliver a great visual experience for the players on consoles before moving to Ubisoft’s Anvil engine core tech team. Here, he is currently working on low level rendering system development as well as making improvements to engine architecture.
Jendrik Illner is a 3D graphics programmer who started his full-time game industry career as a Junior 3D Programmer in 2015 at Ubisoft and left as 3D Technical Lead in 2021. Before joining Sony Santa Monica Studio, he briefly worked at Electronic Arts on the Frostbite engine. Jendrik specializes in game engine architecture and GPU-driven rendering techniques. He runs a weekly roundup of graphics programming-related news.

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