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GPU Driven Rendering and Virtual Texturing in 'Trials Rising'

Oleksandr Drazhevskyi (Technical Lead, Ubisoft)

Location: Room 3014, West Hall

Date: Wednesday, March 20

Time: 3:30pm - 4:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

The 'Trials' game series has always featured UGC, fully dynamic world, and constant 60 FPS as a core pillars of the brand. 'Trials Rising' is no exception pushing levels of complexity and fidelity higher than its predecessor does.

This session covers the 'Trials' team's journey to reach constant 60 FPS performance on all target platforms (PS4, Xbox One, Switch, PC) with massively increased world complexity. It shares details of GPU driven rendering implementation and its integration with virtual texturing, main innovations, optimization, and performance results. A significant part of the session will be dedicated to present improvements in GPU driven rendering scalability and technique efficiency on the Nintendo Switch platform.

Takeaway

Attendees will gain insight into GPU driven rendering and virtual texturing techniques implemented for 'Trials Rising'. These include GPU driven rendering innovative optimizations, scalability improvements, efficient scene state replication between CPU and GPU, scene state generation on GPU, and virtual texturing memory bandwidth optimization for the Switch platform.

Intended Audience

This talk should be of interest to a wide range of GDC technical attendees, including rendering programmers, engine programmers, technical directors, and enthusiasts interested in high performance rendering engines design and optimizations. Familiarity with basic concepts of scene rendering is required. Brief knowledge of the GPU driven rendering is welcomed.