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Keiji Matsuda (Programmer, Luminous Productions Co., Ltd.)
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Vault Recording: TBD
Audience Level: No
This talk will go through the new graphics features and workflow improvements implemented for Forspoken, a PS5/PC title.
I will talk about the fundamental improvements in addition to the new features implemented for this title, including the creative approaches that were used in improving graphics precision for an open-world game, as well as global illumination initiatives, ray-traced shadow, and ambient occlusion that work in coordination with rasterization, and so on.
Our optimization efforts including AsyncCompute and variable rate shading (VRS) will also be discussed. In addition, I will introduce the LOD automatic generation workflow which was designed to help artists improve their work efficiency, as well as the benefits and challenges it entailed.
The audience will learn about key aspects to consider when building a graphics pipeline.
I'll highlight a range of newly enhanced features of our engine so that the audience may embrace and utilize new technologies that they weren't previously aware of or found intriguing in their own game production.
The intended audience of this talk is graphics programmers and students interested in pursuing a career as a graphics programmer.
No prerequisite knowledge necessary; however, those with graphics-related knowledge will have a better understanding.