To accelerate its foliage and alpha tested geometry Horizon Forbidden West implements a novel loosely tiled deferred texturing system. A visibility buffer is drawn as a pre-pass followed by analysis and shading steps which run entirely in compute shaders. The use of compute shaders also provides extra flexibility that allows for the implementation of a software variable rate shading solution. Due to being able to run on the compute pipes on PS4 and PS5 it is able to overlap both the G-Buffer rendering and the rendering of cascaded shadow maps meaning that analysis and shading typically have very little overhead. This presentation will describe details of the system, and the optimizations and design choices made to integrate it into the Decima engine.
Looks like they cooked up some very neat tech for Horizon: FW :smile:
This sounds to me like:
- Vis buffer pass (using vertex or primitive shaders for PS4/PS5) (raster)
- Analysis (compute) + Tiled GBuffer (compute) + shadows (raster) in async
- Tiled lighting with software vrs (compute)
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