SlideShare una empresa de Scribd logo
1 de 112
Descargar para leer sin conexión
‣ Look back at the development of Killzone Shadow Fall
‣ What is the Next-Gen look?
‣ Key techniques
‣ Image quality and stability
‣ Early development started in April 2011
‣ The goal was platform defining, true next-gen, Killzone
‣ New game direction
‣ Fresh look for a divided world
‣ Beautiful environments full of detail and contrasts
‣ New platform
‣ Hardware under development
‣ Difficult to define scope of the game
‣ No PC fallback for the engine
‣ Features in development throughout production
‣ Launch title
‣ Unmovable release date
‣ Limited time for experiments
‣ Sometimes you have to kill your darlings
‣ Levels 10 to 100 times larger than in Killzone 3
‣ Largest map is almost 8km long
‣ We don‟t have open world engine
‣ First time we ran into precision issues
‣ Doubled the amount of geometry instances
‣ 10,000 to 25,000 per level section
‣ One instance != one draw call
‣ 689,334 building blocks instances in the game
‣ 200 static lights per section
‣ Another 200 in lightmaps
‣ Roughly 4x more vertex and texel detail
‣ Early guideline that worked
‣ 40,000 triangles per character
‣ Complicated shader networks
‣ 6-12 textures per material
‣ Killzone Shadow Fall defining tech features
‣ Lighting
‣ Shading
‣ Reflections
‣ Effects
‣ Image fidelity and temporal stability
‣ Scalability with the amount of content
‣ Everything done with jobs
‣ All aspects of lighting complement each other
‣ BRDF
‣ Assets
‣ Lights
‣ Volumetrics
‣ Reflections
‣ Physically based lighting model
‣ Artist controllable
‣ Assets reviewed in in-game lighting environments
‣ Also integrated in Maya
‣ All lights are area lights
‣ Including textured lights
‣ Consistent specular response
‣ Sunlight
‣ Volumetric
‣ More details in GPU Pro 5
‣ Reflections match light model and area lights
‣ Identical glossiness and Fresnel response
‣ Both real-time and cube maps
‣ You should be able to just swap one for another
‣ Per-object light probes
‣ Lightmaps
‣ Need nice unwrapped Us
‣ Static objects only
‣ Level changes break lighting
‣ Wasteful
‣ We measured render times in days
‣ Decided to use light probes
‣ Static and dynamic geometry supported
‣ Works after level changes
‣ Scalable
‣ Applied per pixel
‣ Deferred pass
‣ Works on large objects
‣ Uniform look for static and dynamic objects
‣ Voxelize the scene
‣ 1-2m in gameplay areas
‣ 10m in background
‣ Place light probes
‣ In empty voxels
‣ Next to features
‣ Build tetrahedron structure
‣ „Light probe interpolation using tetrahedral tessellations‟
‣ Tends to generate “slivers”
‣ Add fill probes
‣ In empty space
‣ Lower frequency
‣ More uniform tetrahedrons
‣ Few hundred thousand probes per section
‣ Per pixel search during lighting
‣ Tetrahedrons partitioned into a sparse grid
‣ 16m3 per cell
‣ BSP tree per grid cell
‣ Light leaking problematic
‣ Store optional data in tetrahedrons
‣ Up to 3 occlusion planes
‣ Up to 4 occlusion shadow maps
‣ One per triangular tetrahedron side
‣ 15 samples per map
‣ Tech became available very late
‣ Too risky to switch
‣ Used for all dynamic objects
‣ Used outside gameplay areas
‣ Saved 500mb per section
‣ Only few levels lit exclusively by probes
‣ Most levels still use light maps
‣ In use for our next game
‣ Particle lighting so far
‣ Mostly unlit
‣ Forward rendering
‣ Performance and feature limitations
‣ Particles need to fit our environments
‣ Lighting matching the rest of geometry
‣ Support for all our light types
‣ Shadows
‣ Performance is important
‣ G-Buffer for particle data
‣ Small footprint
‣ Position, Normal, Depth, Accumulated lighting
‣ Flat data array
‣ Store several reference points per particle
‣ 8x8, 4x4, 2x2 or 1x1
‣ Artist chosen based on size
‣ Normals bent outwards
‣ Initialize with IBL lighting
‣ Integrated into regular lighting pass
‣ Runs after each on-screen light
‣ Allows to reuse shadow maps
‣ Final lighting available in particle shaders
‣ Drive transparency based on lighting
‣ Used for fog or dust
‣ Pros
‣ Generic framework - works for any point in space
‣ Builds on strengths of deferred rendering
‣ Support all current and future lighting features
‣ Cons
‣ G-Buffer size limits particle count
‣ Interpolation can be visible
‣ Shadow map rendering turned out to be slow
‣ Up to 60% of lighting budget
‣ 5000+ drawcalls, ~3 million triangles
‣ Tens of shadow casting lights
‣ Four sunlight shadow cascades
‣ Discovered late in production
‣ Cannot optimize art
‣ Cannot reduce lighting quality
‣ Offline generated shadow proxies
‣ Static lights and geometry
‣ Only polygons affecting shadow map
‣ 60-80% triangle reduction
‣ Single drawcall per light
‣ Dynamic objects rendered separately
‣ 500k triangles
‣ Proxy mesh alone does not work for sunlight
‣ Too many triangles
‣ Too large
‣ Hybrid approach
‣ Baked shadow map
‣ Proxy delta mesh
‣ Pros:
‣ Significant CPU and GPU cost reduction
‣ Cheap long distance sun shadows
‣ 3rd and 4th cascades only use shadow map
‣ Cons:
‣ Memory cost
‣ Breaks on level geometry change
‣ Offline process costs time
‣ One of the most important ingredients of KZ:SF look
‣ Implemented as straightforward view space raymarching
‣ Support for all light configurations
‣ Easily controllable cost vs. quality
‣ Part of deferred lighting pass
‣ Rendered at half resolution
‣ Bilateral upscale to full resolution
- Not worth sampling here
‣ Raymarch step offset by random value
‣ Increased perceived quality
‣ Bilateral blur removes the dither pattern
‣ Plain volumetrics look bland
‣ Particle systems can add structure
‣ Complete artist control
‣ Reacts to physics, player movement, wind forces
‣ Particles rendered into 3D Scattering Amount Buffer
‣ Affects intensity of raymarch samples
‣ 1/8th of native resolution, 16 depth slices
‣ Camera space, quadratic depth distribution
‣ Composing with transparencies is problematic
‣ Solved by 3D Volume Light Intensity Buffer
‣ Similar idea to Scattering Amount Buffer
‣ Half resolution to match volumetrics
‣ Amount of visible volumetrics after ray marching
‣ Between camera and given depth slice
‣ Includes shadows, light attenuation and textures
‣ GPU Pro 5 - „Volumetric Light Effects in Killzone Shadow Fall‟
‣ Consecutive frames are usually very similar
‣ Regular rendering is wasteful
‣ Render image and throw it away
‣ Previous frames can improve the next
‣ Increase visual quality
‣ Decrease cost of rendering
‣ Increased quality without extra raymarch samples
‣ Reuse previous volumetric buffer
‣ Decide on color and depth similarities
‣ result = lerp(current, previous, 0.5*saturate(similarity))
‣ Change raymarch offset every frame
‣ Alternate between two configurations
‣ Effectively doubles the sample count*
* Your mileage may vary, might contain traces of nuts
‣ Post processing benefits from temporal reprojection
‣ Mostly rendered at lower resolution
‣ Sensitive to undersampling or rasterization artifacts
‣ Smoother motion
‣ Bloom
‣ Screen Space Ambient Occlusion
‣ Godrays
‣ Exposure measurement
‣ Shader effects created by FX artists
‣ Designed completely in nodegraph editor
‣ Fullscreen passes modifying g-buffer
‣ React to bullet decals or footsteps
‣ Decals write to “user” channel of our g-buffer
‣ Top-down variance shadow map used
‣ Limit rain to outdoors
‣ Real-time raytrace system
‣ Dynamic reflections, multiple distances
‣ Static localized cubemap zones
‣ Local reflections
‣ Static background cubemap
‣ Far away reflections
‣ Each stage falls back to next one on miss
‣ The zones are placed by artists
‣ Two pass cubemap rendering
‣ Clean render with reflections disabled
‣ Secondary bounces with reflections enabled
‣ Rendering takes an hour per section
‣ Mipmap filtering matches BRDF specular cone
‣ „Local Image-based Lighting With Parallax-corrected Cubemap‟
‣ Driven by surface roughness and reflection ray length
‣ Affect reflection cone aperture and radius
‣ Determines cubemap mip selection
‣ Screen space ray-tracing
‣ Stages
‣ Ray-tracing
‣ Filtering and reprojection
‣ Composing with cubemaps
‣ Half resolution
‣ Pick different pixel from 2x2 quad every frame
‣ Cover full resolution after 4 frames
‣ Constant step in screen XY
‣ Smoother surfaces have smaller step
‣ Reflection vector dependent
‣ Ray passes under weapon
‣ Hit depth interpolated from last two depths
‣ Reproject hit color from last frame
‣ Secondary bounces!
‣ Output - hit color / hit mask / glossiness
‣ Generate mip chain from ray-trace results
‣ Matches BRDF just like cubemaps
‣ Use mask to discard „miss‟ pixels
‣ Not depth aware!
‣ Build the reflection buffer
‣ Use gloss buffer to pick mipmap
‣ Mip does match the cone radius
‣ Alternating samples need stabilization
‣ Temporal reprojection supersampling filter
‣ Blend with history if colors are similar
‣ Use reflection neighborhood color range
‣ „Real-Time Global Illumination and Reflections in Dust 514‟
‣ Compose with cubemaps
‣ Ray-trace mask used for blending
‣ Originally went for MSAA
‣ With temporal reprojection for better quality
‣ Implementation started very late
‣ Other features took priority
‣ Launch-title „noob‟ mistake
‣ Introduced small performance hit
‣ Game assets already balanced
‣ No time to find extra GPU performance
‣ Temporal reprojection + FXAA
‣ No MSAA
‣ Better image stability
‣ Accumulate pixels into history buffer
‣ Contains roughly 16 frames worth of data
‣ Uses color similarities criteria
‣ Experimented with sub-pixel jitter
Image by
Andrew Selle
‣ Numerical diffusion is a problem
‣ Image gets blurry with reprojection
‣ Usually invisible with MSAA
‣ Use back and forth error
compensation and correction method
‣ „An Unconditionally Stable MacCormack
Method‟
Image by Andrew Selle
‣ Single player targets 1080p 30 fps
‣ Multiplayer targets 1080p 60 fps
‣ Faster responses
‣ Smoother gameplay
‣ Did not want to downsize the content
‣ Multiplayer needs to look next-gen
‣ No time to create optimized assets
‣ Tech solution needed
‣ Needed 100% speedup
‣ But not lower quality
‣ Reprojection can help here
‣ Render buffers at 960x1080
‣ Alternate rendering of odd/even pixels
‣ Use reprojection to build 1920x1080 frame
‣ Results hard to distinguish from 1080p single player
‣ Usually 80% performance gain
‣ Keep two previous half-frames
‣ Use double reprojection
‣ Check similarity of N and N-2
‣ Color neighborhood similarity
‣ Motion continuity
‣ Accept pixel N-1 for similar
frames
‣ Otherwise just interpolate from N
‣ Keep full-resolution history buffer
‣ Only reproject in safe case
‣ Motion is coherent
‣ Colors are similar
‣ Adds extra image stability
‣ Recap:
‣ Physically correct lighting is a big step, go the full distance.
‣ Don‟t let the lightmaps disappoint you, fight back.
‣ It is worth investing into particle lighting and volumetrics.
‣ Real-time reflections are the next thing.
‣ Reproject all the things!
Special thanks: Andreas Varga / Guido de Haan / Hugh Malan /
Jaap van Muijden / Jeroen Krebbers / Kenzo ter Elst /
Michal Drobot / Michiel van der Leeuw / Nathan Vos / Will Vale
‣ Art-driven force simulation framework
‣ Several area affecting primitives
‣ Wind box, explosion, vortex
‣ Statically placed
‣ Attached to entities or player
‣ Focus on complete art-direction control
‣ Affects cloth, particles and shaders
‣ Calculation is running as compute job
‣ 60,000 points sampled each frame
‣ Explicit queries return forces for specific points
‣ Used for cloth simulation or particles
‣ Forces cached in grid around the player
‣ Grids - 16x16x16x25cm, 32x32x32x1m, 16x16x16x2m
‣ Data available in shaders
‣ Used for foliage, tarps or water surface
‣ Includes spring solver with few elasticity presets
‣ Killzone 3 prioritized streaming with bounding boxes
‣ Does not work inside buildings
‣ Shadow fall needs 10+GB RAM without streaming
‣ Have to stream almost all mipmaps
‣ PS4 GPU can report mipmap usage
‣ No change to shaders needed
‣ Precise estimation for texture streaming
‣ Works well with complicated shaders
Taking Killzone Shadow Fall Image Quality Into The Next Generation

Más contenido relacionado

La actualidad más candente

Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbiteElectronic Arts / DICE
 
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
 
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processingStar Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processingumsl snfrzb
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemGuerrilla
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
 
Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2Philip Hammer
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderEidos-Montréal
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
 
Hable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr LightingHable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr Lightingozlael ozlael
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Tiago Sousa
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 

La actualidad más candente (20)

Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
 
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processingStar Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2Bindless Deferred Decals in The Surge 2
Bindless Deferred Decals in The Surge 2
 
Rendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb RaiderRendering Techniques in Rise of the Tomb Raider
Rendering Techniques in Rise of the Tomb Raider
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
 
Hable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr LightingHable John Uncharted2 Hdr Lighting
Hable John Uncharted2 Hdr Lighting
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 

Similar a Taking Killzone Shadow Fall Image Quality Into The Next Generation

Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Slide_N
 
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
 
Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile
Look Ma, No Jutter! Optimizing Performance Across Oculus MobileLook Ma, No Jutter! Optimizing Performance Across Oculus Mobile
Look Ma, No Jutter! Optimizing Performance Across Oculus MobileUnity Technologies
 
Crysis 2-key-rendering-features
Crysis 2-key-rendering-featuresCrysis 2-key-rendering-features
Crysis 2-key-rendering-featuresRaimundo Renato
 
Smedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicsSmedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicschangehee lee
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
 
Final Presentation
Final PresentationFinal Presentation
Final Presentationbigdavedev
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2ozlael ozlael
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Guerrilla
 
Alex_Vlachos_Advanced_VR_Rendering_GDC2015
Alex_Vlachos_Advanced_VR_Rendering_GDC2015Alex_Vlachos_Advanced_VR_Rendering_GDC2015
Alex_Vlachos_Advanced_VR_Rendering_GDC2015Alex Vlachos
 
[Unite Seoul 2020] Mobile Graphics Best Practices for Artists
[Unite Seoul 2020] Mobile Graphics Best Practices for Artists[Unite Seoul 2020] Mobile Graphics Best Practices for Artists
[Unite Seoul 2020] Mobile Graphics Best Practices for ArtistsOwen Wu
 
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...Unity Technologies
 
NVIDIA effects GDC09
NVIDIA effects GDC09NVIDIA effects GDC09
NVIDIA effects GDC09IGDA_London
 
Unity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity Technologies
 
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017Real-time path tracing using a hybrid deferred approach, GTC EUR 2017
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017Thomas Willberger
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016Alex Vlachos
 
Shadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive ApplicationsShadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
 
Dissecting the Rendering of The Surge
Dissecting the Rendering of The SurgeDissecting the Rendering of The Surge
Dissecting the Rendering of The SurgePhilip Hammer
 

Similar a Taking Killzone Shadow Fall Image Quality Into The Next Generation (20)

Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Deferred shading
Deferred shadingDeferred shading
Deferred shading
 
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
 
Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile
Look Ma, No Jutter! Optimizing Performance Across Oculus MobileLook Ma, No Jutter! Optimizing Performance Across Oculus Mobile
Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile
 
Crysis 2-key-rendering-features
Crysis 2-key-rendering-featuresCrysis 2-key-rendering-features
Crysis 2-key-rendering-features
 
Smedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicsSmedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphics
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
 
Final Presentation
Final PresentationFinal Presentation
Final Presentation
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Alex_Vlachos_Advanced_VR_Rendering_GDC2015
Alex_Vlachos_Advanced_VR_Rendering_GDC2015Alex_Vlachos_Advanced_VR_Rendering_GDC2015
Alex_Vlachos_Advanced_VR_Rendering_GDC2015
 
[Unite Seoul 2020] Mobile Graphics Best Practices for Artists
[Unite Seoul 2020] Mobile Graphics Best Practices for Artists[Unite Seoul 2020] Mobile Graphics Best Practices for Artists
[Unite Seoul 2020] Mobile Graphics Best Practices for Artists
 
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...
 
NVIDIA effects GDC09
NVIDIA effects GDC09NVIDIA effects GDC09
NVIDIA effects GDC09
 
Unity: Next Level Rendering Quality
Unity: Next Level Rendering QualityUnity: Next Level Rendering Quality
Unity: Next Level Rendering Quality
 
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017Real-time path tracing using a hybrid deferred approach, GTC EUR 2017
Real-time path tracing using a hybrid deferred approach, GTC EUR 2017
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016
 
Shadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive ApplicationsShadow Techniques for Real-Time and Interactive Applications
Shadow Techniques for Real-Time and Interactive Applications
 
Dissecting the Rendering of The Surge
Dissecting the Rendering of The SurgeDissecting the Rendering of The Surge
Dissecting the Rendering of The Surge
 

Más de Guerrilla

Horizon Zero Dawn: An Open World QA Case Study
Horizon Zero Dawn: An Open World QA Case StudyHorizon Zero Dawn: An Open World QA Case Study
Horizon Zero Dawn: An Open World QA Case StudyGuerrilla
 
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
 
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnPutting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
 
Building Non-Linear Narratives in Horizon Zero Dawn
Building Non-Linear Narratives in Horizon Zero DawnBuilding Non-Linear Narratives in Horizon Zero Dawn
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
 
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
 
The Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallThe Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallGuerrilla
 
Out of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoOut of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoGuerrilla
 
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallThe Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallGuerrilla
 
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesKillzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallGuerrilla
 
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterA Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterGuerrilla
 
Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Guerrilla
 
Release This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleRelease This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleGuerrilla
 
Killzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsKillzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsGuerrilla
 
Automatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondAutomatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondGuerrilla
 
The Creation of Killzone 3
The Creation of Killzone 3The Creation of Killzone 3
The Creation of Killzone 3Guerrilla
 
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyThe PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyGuerrilla
 
Killzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsKillzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsGuerrilla
 

Más de Guerrilla (20)

Horizon Zero Dawn: An Open World QA Case Study
Horizon Zero Dawn: An Open World QA Case StudyHorizon Zero Dawn: An Open World QA Case Study
Horizon Zero Dawn: An Open World QA Case Study
 
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
 
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnPutting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
 
Building Non-Linear Narratives in Horizon Zero Dawn
Building Non-Linear Narratives in Horizon Zero DawnBuilding Non-Linear Narratives in Horizon Zero Dawn
Building Non-Linear Narratives in Horizon Zero Dawn
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
 
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
 
The Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallThe Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow Fall
 
Out of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoOut of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI Info
 
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallThe Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
 
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesKillzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterA Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
 
Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3
 
Release This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleRelease This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release Cycle
 
Killzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsKillzone 2 Multiplayer Bots
Killzone 2 Multiplayer Bots
 
Automatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondAutomatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and Beyond
 
The Creation of Killzone 3
The Creation of Killzone 3The Creation of Killzone 3
The Creation of Killzone 3
 
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyThe PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
 
Killzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsKillzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural Tactics
 

Último

Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024VictoriaMetrics
 
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
Direct Style Effect Systems -The Print[A] Example- A Comprehension AidDirect Style Effect Systems -The Print[A] Example- A Comprehension Aid
Direct Style Effect Systems - The Print[A] Example - A Comprehension AidPhilip Schwarz
 
Artyushina_Guest lecture_YorkU CS May 2024.pptx
Artyushina_Guest lecture_YorkU CS May 2024.pptxArtyushina_Guest lecture_YorkU CS May 2024.pptx
Artyushina_Guest lecture_YorkU CS May 2024.pptxAnnaArtyushina1
 
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdf
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdfPayment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdf
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdfkalichargn70th171
 
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfonteinmasabamasaba
 
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfonteinmasabamasaba
 
What Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationWhat Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationJuha-Pekka Tolvanen
 
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...Steffen Staab
 
WSO2CON2024 - It's time to go Platformless
WSO2CON2024 - It's time to go PlatformlessWSO2CON2024 - It's time to go Platformless
WSO2CON2024 - It's time to go PlatformlessWSO2
 
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...masabamasaba
 
%in Midrand+277-882-255-28 abortion pills for sale in midrand
%in Midrand+277-882-255-28 abortion pills for sale in midrand%in Midrand+277-882-255-28 abortion pills for sale in midrand
%in Midrand+277-882-255-28 abortion pills for sale in midrandmasabamasaba
 
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...WSO2
 
%in Harare+277-882-255-28 abortion pills for sale in Harare
%in Harare+277-882-255-28 abortion pills for sale in Harare%in Harare+277-882-255-28 abortion pills for sale in Harare
%in Harare+277-882-255-28 abortion pills for sale in Hararemasabamasaba
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2
 
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyviewmasabamasaba
 
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...masabamasaba
 
Announcing Codolex 2.0 from GDK Software
Announcing Codolex 2.0 from GDK SoftwareAnnouncing Codolex 2.0 from GDK Software
Announcing Codolex 2.0 from GDK SoftwareJim McKeeth
 
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisamasabamasaba
 

Último (20)

Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
 
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
Direct Style Effect Systems -The Print[A] Example- A Comprehension AidDirect Style Effect Systems -The Print[A] Example- A Comprehension Aid
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
 
Artyushina_Guest lecture_YorkU CS May 2024.pptx
Artyushina_Guest lecture_YorkU CS May 2024.pptxArtyushina_Guest lecture_YorkU CS May 2024.pptx
Artyushina_Guest lecture_YorkU CS May 2024.pptx
 
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdf
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdfPayment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdf
Payment Gateway Testing Simplified_ A Step-by-Step Guide for Beginners.pdf
 
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein
%in kaalfontein+277-882-255-28 abortion pills for sale in kaalfontein
 
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
 
What Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationWhat Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the Situation
 
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...
Shapes for Sharing between Graph Data Spaces - and Epistemic Querying of RDF-...
 
WSO2CON2024 - It's time to go Platformless
WSO2CON2024 - It's time to go PlatformlessWSO2CON2024 - It's time to go Platformless
WSO2CON2024 - It's time to go Platformless
 
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...
%+27788225528 love spells in Toronto Psychic Readings, Attraction spells,Brin...
 
Microsoft AI Transformation Partner Playbook.pdf
Microsoft AI Transformation Partner Playbook.pdfMicrosoft AI Transformation Partner Playbook.pdf
Microsoft AI Transformation Partner Playbook.pdf
 
%in Midrand+277-882-255-28 abortion pills for sale in midrand
%in Midrand+277-882-255-28 abortion pills for sale in midrand%in Midrand+277-882-255-28 abortion pills for sale in midrand
%in Midrand+277-882-255-28 abortion pills for sale in midrand
 
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...
WSO2Con2024 - From Code To Cloud: Fast Track Your Cloud Native Journey with C...
 
%in Harare+277-882-255-28 abortion pills for sale in Harare
%in Harare+277-882-255-28 abortion pills for sale in Harare%in Harare+277-882-255-28 abortion pills for sale in Harare
%in Harare+277-882-255-28 abortion pills for sale in Harare
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
 
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview
%in Hazyview+277-882-255-28 abortion pills for sale in Hazyview
 
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
 
Announcing Codolex 2.0 from GDK Software
Announcing Codolex 2.0 from GDK SoftwareAnnouncing Codolex 2.0 from GDK Software
Announcing Codolex 2.0 from GDK Software
 
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
 
Abortion Pill Prices Tembisa [(+27832195400*)] 🏥 Women's Abortion Clinic in T...
Abortion Pill Prices Tembisa [(+27832195400*)] 🏥 Women's Abortion Clinic in T...Abortion Pill Prices Tembisa [(+27832195400*)] 🏥 Women's Abortion Clinic in T...
Abortion Pill Prices Tembisa [(+27832195400*)] 🏥 Women's Abortion Clinic in T...
 

Taking Killzone Shadow Fall Image Quality Into The Next Generation

  • 1.
  • 2. ‣ Look back at the development of Killzone Shadow Fall ‣ What is the Next-Gen look? ‣ Key techniques ‣ Image quality and stability
  • 3. ‣ Early development started in April 2011 ‣ The goal was platform defining, true next-gen, Killzone ‣ New game direction ‣ Fresh look for a divided world ‣ Beautiful environments full of detail and contrasts
  • 4. ‣ New platform ‣ Hardware under development ‣ Difficult to define scope of the game ‣ No PC fallback for the engine ‣ Features in development throughout production
  • 5. ‣ Launch title ‣ Unmovable release date ‣ Limited time for experiments ‣ Sometimes you have to kill your darlings
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. ‣ Levels 10 to 100 times larger than in Killzone 3 ‣ Largest map is almost 8km long ‣ We don‟t have open world engine ‣ First time we ran into precision issues
  • 17. ‣ Doubled the amount of geometry instances ‣ 10,000 to 25,000 per level section ‣ One instance != one draw call ‣ 689,334 building blocks instances in the game ‣ 200 static lights per section ‣ Another 200 in lightmaps
  • 18. ‣ Roughly 4x more vertex and texel detail ‣ Early guideline that worked ‣ 40,000 triangles per character ‣ Complicated shader networks ‣ 6-12 textures per material
  • 19.
  • 20. ‣ Killzone Shadow Fall defining tech features ‣ Lighting ‣ Shading ‣ Reflections ‣ Effects ‣ Image fidelity and temporal stability ‣ Scalability with the amount of content ‣ Everything done with jobs
  • 21. ‣ All aspects of lighting complement each other ‣ BRDF ‣ Assets ‣ Lights ‣ Volumetrics ‣ Reflections
  • 22. ‣ Physically based lighting model ‣ Artist controllable ‣ Assets reviewed in in-game lighting environments ‣ Also integrated in Maya
  • 23. ‣ All lights are area lights ‣ Including textured lights ‣ Consistent specular response ‣ Sunlight ‣ Volumetric ‣ More details in GPU Pro 5
  • 24. ‣ Reflections match light model and area lights ‣ Identical glossiness and Fresnel response ‣ Both real-time and cube maps ‣ You should be able to just swap one for another
  • 25.
  • 26.
  • 27. ‣ Per-object light probes ‣ Lightmaps ‣ Need nice unwrapped Us ‣ Static objects only ‣ Level changes break lighting ‣ Wasteful ‣ We measured render times in days
  • 28.
  • 29.
  • 30. ‣ Decided to use light probes ‣ Static and dynamic geometry supported ‣ Works after level changes ‣ Scalable ‣ Applied per pixel ‣ Deferred pass ‣ Works on large objects ‣ Uniform look for static and dynamic objects
  • 31.
  • 32. ‣ Voxelize the scene ‣ 1-2m in gameplay areas ‣ 10m in background
  • 33. ‣ Place light probes ‣ In empty voxels ‣ Next to features
  • 34. ‣ Build tetrahedron structure ‣ „Light probe interpolation using tetrahedral tessellations‟ ‣ Tends to generate “slivers”
  • 35. ‣ Add fill probes ‣ In empty space ‣ Lower frequency ‣ More uniform tetrahedrons
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44. ‣ Few hundred thousand probes per section ‣ Per pixel search during lighting ‣ Tetrahedrons partitioned into a sparse grid ‣ 16m3 per cell ‣ BSP tree per grid cell
  • 45. ‣ Light leaking problematic ‣ Store optional data in tetrahedrons ‣ Up to 3 occlusion planes ‣ Up to 4 occlusion shadow maps ‣ One per triangular tetrahedron side ‣ 15 samples per map
  • 46. ‣ Tech became available very late ‣ Too risky to switch ‣ Used for all dynamic objects ‣ Used outside gameplay areas ‣ Saved 500mb per section ‣ Only few levels lit exclusively by probes ‣ Most levels still use light maps ‣ In use for our next game
  • 47.
  • 48. ‣ Particle lighting so far ‣ Mostly unlit ‣ Forward rendering ‣ Performance and feature limitations ‣ Particles need to fit our environments ‣ Lighting matching the rest of geometry ‣ Support for all our light types ‣ Shadows ‣ Performance is important
  • 49. ‣ G-Buffer for particle data ‣ Small footprint ‣ Position, Normal, Depth, Accumulated lighting ‣ Flat data array ‣ Store several reference points per particle ‣ 8x8, 4x4, 2x2 or 1x1 ‣ Artist chosen based on size ‣ Normals bent outwards ‣ Initialize with IBL lighting
  • 50.
  • 51. ‣ Integrated into regular lighting pass ‣ Runs after each on-screen light ‣ Allows to reuse shadow maps ‣ Final lighting available in particle shaders ‣ Drive transparency based on lighting ‣ Used for fog or dust
  • 52. ‣ Pros ‣ Generic framework - works for any point in space ‣ Builds on strengths of deferred rendering ‣ Support all current and future lighting features ‣ Cons ‣ G-Buffer size limits particle count ‣ Interpolation can be visible
  • 53.
  • 54.
  • 55. ‣ Shadow map rendering turned out to be slow ‣ Up to 60% of lighting budget ‣ 5000+ drawcalls, ~3 million triangles ‣ Tens of shadow casting lights ‣ Four sunlight shadow cascades ‣ Discovered late in production ‣ Cannot optimize art ‣ Cannot reduce lighting quality
  • 56. ‣ Offline generated shadow proxies ‣ Static lights and geometry ‣ Only polygons affecting shadow map ‣ 60-80% triangle reduction ‣ Single drawcall per light ‣ Dynamic objects rendered separately ‣ 500k triangles
  • 57.
  • 58.
  • 59.
  • 60. ‣ Proxy mesh alone does not work for sunlight ‣ Too many triangles ‣ Too large ‣ Hybrid approach ‣ Baked shadow map ‣ Proxy delta mesh
  • 61.
  • 62. ‣ Pros: ‣ Significant CPU and GPU cost reduction ‣ Cheap long distance sun shadows ‣ 3rd and 4th cascades only use shadow map ‣ Cons: ‣ Memory cost ‣ Breaks on level geometry change ‣ Offline process costs time
  • 63.
  • 64.
  • 65. ‣ One of the most important ingredients of KZ:SF look ‣ Implemented as straightforward view space raymarching ‣ Support for all light configurations ‣ Easily controllable cost vs. quality ‣ Part of deferred lighting pass ‣ Rendered at half resolution ‣ Bilateral upscale to full resolution - Not worth sampling here
  • 66. ‣ Raymarch step offset by random value ‣ Increased perceived quality ‣ Bilateral blur removes the dither pattern
  • 67.
  • 68. ‣ Plain volumetrics look bland ‣ Particle systems can add structure ‣ Complete artist control ‣ Reacts to physics, player movement, wind forces ‣ Particles rendered into 3D Scattering Amount Buffer ‣ Affects intensity of raymarch samples ‣ 1/8th of native resolution, 16 depth slices ‣ Camera space, quadratic depth distribution
  • 69.
  • 70.
  • 71.
  • 72.
  • 73. ‣ Composing with transparencies is problematic ‣ Solved by 3D Volume Light Intensity Buffer ‣ Similar idea to Scattering Amount Buffer ‣ Half resolution to match volumetrics ‣ Amount of visible volumetrics after ray marching ‣ Between camera and given depth slice ‣ Includes shadows, light attenuation and textures ‣ GPU Pro 5 - „Volumetric Light Effects in Killzone Shadow Fall‟
  • 74. ‣ Consecutive frames are usually very similar ‣ Regular rendering is wasteful ‣ Render image and throw it away ‣ Previous frames can improve the next ‣ Increase visual quality ‣ Decrease cost of rendering
  • 75. ‣ Increased quality without extra raymarch samples ‣ Reuse previous volumetric buffer ‣ Decide on color and depth similarities ‣ result = lerp(current, previous, 0.5*saturate(similarity)) ‣ Change raymarch offset every frame ‣ Alternate between two configurations ‣ Effectively doubles the sample count* * Your mileage may vary, might contain traces of nuts
  • 76.
  • 77. ‣ Post processing benefits from temporal reprojection ‣ Mostly rendered at lower resolution ‣ Sensitive to undersampling or rasterization artifacts ‣ Smoother motion ‣ Bloom ‣ Screen Space Ambient Occlusion ‣ Godrays ‣ Exposure measurement
  • 78.
  • 79. ‣ Shader effects created by FX artists ‣ Designed completely in nodegraph editor ‣ Fullscreen passes modifying g-buffer ‣ React to bullet decals or footsteps ‣ Decals write to “user” channel of our g-buffer ‣ Top-down variance shadow map used ‣ Limit rain to outdoors
  • 80.
  • 81.
  • 82.
  • 83.
  • 84. ‣ Real-time raytrace system ‣ Dynamic reflections, multiple distances ‣ Static localized cubemap zones ‣ Local reflections ‣ Static background cubemap ‣ Far away reflections ‣ Each stage falls back to next one on miss
  • 85.
  • 86. ‣ The zones are placed by artists ‣ Two pass cubemap rendering ‣ Clean render with reflections disabled ‣ Secondary bounces with reflections enabled ‣ Rendering takes an hour per section ‣ Mipmap filtering matches BRDF specular cone ‣ „Local Image-based Lighting With Parallax-corrected Cubemap‟
  • 87. ‣ Driven by surface roughness and reflection ray length ‣ Affect reflection cone aperture and radius ‣ Determines cubemap mip selection
  • 88. ‣ Screen space ray-tracing ‣ Stages ‣ Ray-tracing ‣ Filtering and reprojection ‣ Composing with cubemaps ‣ Half resolution ‣ Pick different pixel from 2x2 quad every frame ‣ Cover full resolution after 4 frames
  • 89.
  • 90. ‣ Constant step in screen XY ‣ Smoother surfaces have smaller step ‣ Reflection vector dependent ‣ Ray passes under weapon ‣ Hit depth interpolated from last two depths ‣ Reproject hit color from last frame ‣ Secondary bounces! ‣ Output - hit color / hit mask / glossiness
  • 91. ‣ Generate mip chain from ray-trace results ‣ Matches BRDF just like cubemaps ‣ Use mask to discard „miss‟ pixels ‣ Not depth aware! ‣ Build the reflection buffer ‣ Use gloss buffer to pick mipmap ‣ Mip does match the cone radius
  • 92. ‣ Alternating samples need stabilization ‣ Temporal reprojection supersampling filter ‣ Blend with history if colors are similar ‣ Use reflection neighborhood color range ‣ „Real-Time Global Illumination and Reflections in Dust 514‟ ‣ Compose with cubemaps ‣ Ray-trace mask used for blending
  • 93.
  • 94. ‣ Originally went for MSAA ‣ With temporal reprojection for better quality ‣ Implementation started very late ‣ Other features took priority ‣ Launch-title „noob‟ mistake ‣ Introduced small performance hit ‣ Game assets already balanced ‣ No time to find extra GPU performance
  • 95. ‣ Temporal reprojection + FXAA ‣ No MSAA ‣ Better image stability ‣ Accumulate pixels into history buffer ‣ Contains roughly 16 frames worth of data ‣ Uses color similarities criteria ‣ Experimented with sub-pixel jitter Image by Andrew Selle
  • 96. ‣ Numerical diffusion is a problem ‣ Image gets blurry with reprojection ‣ Usually invisible with MSAA ‣ Use back and forth error compensation and correction method ‣ „An Unconditionally Stable MacCormack Method‟ Image by Andrew Selle
  • 97.
  • 98.
  • 99. ‣ Single player targets 1080p 30 fps ‣ Multiplayer targets 1080p 60 fps ‣ Faster responses ‣ Smoother gameplay ‣ Did not want to downsize the content ‣ Multiplayer needs to look next-gen ‣ No time to create optimized assets ‣ Tech solution needed
  • 100. ‣ Needed 100% speedup ‣ But not lower quality ‣ Reprojection can help here ‣ Render buffers at 960x1080 ‣ Alternate rendering of odd/even pixels ‣ Use reprojection to build 1920x1080 frame ‣ Results hard to distinguish from 1080p single player ‣ Usually 80% performance gain
  • 101. ‣ Keep two previous half-frames ‣ Use double reprojection ‣ Check similarity of N and N-2 ‣ Color neighborhood similarity ‣ Motion continuity ‣ Accept pixel N-1 for similar frames ‣ Otherwise just interpolate from N
  • 102. ‣ Keep full-resolution history buffer ‣ Only reproject in safe case ‣ Motion is coherent ‣ Colors are similar ‣ Adds extra image stability
  • 103.
  • 104. ‣ Recap: ‣ Physically correct lighting is a big step, go the full distance. ‣ Don‟t let the lightmaps disappoint you, fight back. ‣ It is worth investing into particle lighting and volumetrics. ‣ Real-time reflections are the next thing. ‣ Reproject all the things! Special thanks: Andreas Varga / Guido de Haan / Hugh Malan / Jaap van Muijden / Jeroen Krebbers / Kenzo ter Elst / Michal Drobot / Michiel van der Leeuw / Nathan Vos / Will Vale
  • 105.
  • 106. ‣ Art-driven force simulation framework ‣ Several area affecting primitives ‣ Wind box, explosion, vortex ‣ Statically placed ‣ Attached to entities or player ‣ Focus on complete art-direction control ‣ Affects cloth, particles and shaders
  • 107.
  • 108. ‣ Calculation is running as compute job ‣ 60,000 points sampled each frame ‣ Explicit queries return forces for specific points ‣ Used for cloth simulation or particles ‣ Forces cached in grid around the player ‣ Grids - 16x16x16x25cm, 32x32x32x1m, 16x16x16x2m ‣ Data available in shaders ‣ Used for foliage, tarps or water surface ‣ Includes spring solver with few elasticity presets
  • 109.
  • 110.
  • 111. ‣ Killzone 3 prioritized streaming with bounding boxes ‣ Does not work inside buildings ‣ Shadow fall needs 10+GB RAM without streaming ‣ Have to stream almost all mipmaps ‣ PS4 GPU can report mipmap usage ‣ No change to shaders needed ‣ Precise estimation for texture streaming ‣ Works well with complicated shaders