The talk I gave at Sony’s Devstation and Devcon conferences earlier this year.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo. We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks. The goal of talk is to help you to form a clear picture of what’s already possible to do on PS4.
In August I participated in the Efficient Real-Time Shadows course. I talked about the practical shadow tricks and techniques used in the current AAA games such as Killzone 3, inFamous 2, Far Cry 3, God Of War 3, Two Worlds 2 and Little Big Planet 2.
These are slides from the talk I gave at Siggraph 2011. It shows our SPU-based occlusion culling used in the game.
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Here are the slides from the talk I gave at the Game Developers Conference in 2009.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
I gave a talk about Killzone 2 deferred rendering at Develop Brighton in 2007.
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With almost every asset being inflated, it’s hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, however, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we use PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.