Xuanyi Zhou (Programmer, Santa Monica Studio)
Location: Room 2010, West Hall
Date: Tuesday, March 21
Time: 2:10 pm - 2:40 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
This talk gives a detailed breakdown of the run-time neural texture upsampling system in God of War Ragnarök—including how the networks are designed to directly output BC compressed image blocks, how the process is optimized to take full advantage of PlayStation 5's GPU hardware, how all the components evolved during the prototyping and development process, and the limitations of the specific approach adopted in the system.
Takeaway
Attendees learn about the inner workings of the neural image upsampling system in God of War: Ragnarök. Additionally, the talk offers insights on GPU optimization, both in general and in the context of neural network evaluation.
Intended Audience
This is for programmers interested in machine learning and GPU optimization. Basic knowledge about machine learning and console GPU architecture is recommended.