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Adventures with Deferred Texturing in 'Horizon Forbidden West'

James McLaren  (Senior Principal Tech Programmer, Guerrilla)

Location: Room 2010, West Hall

Date: Wednesday, March 23

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: Yes

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.


Attendees will gain an in depth knowledge of how a high performance compute based deferred texturing system can be constructed.

Intended Audience

Intermediate to experienced graphics programmers with an interest in deferred texturing, visibility buffers and compute.