Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. Clukos

    Clukos Bloodborne 2 when? Veteran

  2. Frenetic Pony

    Frenetic Pony Regular

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  3. CarstenS

    CarstenS Legend Subscriber

  4. Lurkmass

    Lurkmass Regular

    One could even call it "Material-based" Anti-Aliasing (MBAA) with a TAA fallback ...

    Surface-based Anti-Aliasing (SBAA) does classification of the samples based on their depth range. Our surfaces or regions of samples in a pixel would be aggregated together based on their discontinuous depth ranges. We then shade a sample per each unique surface bordering each other in the same pixel ...

    In MBAA, our regions of samples in a pixel will get classified according to our material. Unfilled samples in a pixel could be approximated from samples sharing the same material in our quad or they could be potentially switched within our quad ...

    If we postulate that our regions of samples in a pixel will often share the same material and depth range then this might be a sound assumption. What would happen in a case where our regions of samples share the same material but they don't share the same depth range ? In this scenario, aliasing would almost certainly become a problem again because our discontinuous region of samples based on materials wouldn't correlate anymore with their depth ranges or more likely the edges of their surfaces ...
     
  5. Lurkmass

    Lurkmass Regular

    Last edited: Jul 20, 2021
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  6. Dictator

    Dictator Regular

    It has not released yet - but the GDC presentation concerning scalable shadow solutions (Shadows of Cold War: A Scalable Approach to Shadowing) from Treyarch is brilliant. Really informative and well presented.
     
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  7. PSman1700

    PSman1700 Legend

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  8. trinibwoy

    trinibwoy Meh Legend

    How long after the conference are presentations usually released to the public?
     
  9. Clukos

    Clukos Bloodborne 2 when? Veteran

  10. Scott_Arm

    Scott_Arm Legend

    I'm really liking the visibility buffer stuff. Will be really interesting if MSAA makes a comeback.
     
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  11. chris1515

    chris1515 Legend

  12. Jay

    Jay Veteran

  13. The planets sampler feedback demo shown in that video is on github
    github.com/GameTechDev/SamplerFeedbackStreaming
     
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  14. Jay

    Jay Veteran

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  15. Scott_Arm

    Scott_Arm Legend

  16. jlippo

    jlippo Veteran

  17. Clukos

    Clukos Bloodborne 2 when? Veteran



    Pretty good video about optimal use of tile-based GPUs. Specific for Mali GL/Vulkan but a lot of these concepts map to similar logic on Apple Silicon/Metal (or Adreno GPUs).
     
  18. troyan

    troyan Regular

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  19. Scott_Arm

    Scott_Arm Legend

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  20. Clukos

    Clukos Bloodborne 2 when? Veteran

    Last edited: Aug 4, 2021
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