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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

The Engineering of 'Millennium Falcon: Smugglers Run Mission 2'

Scott Resnick  (Senior Software Engineer, Disbelief)
Megan Friedenberg  (Senior Software Engineer, Walt Disney Imagineering)
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Track: Programming
Audience Level: Advanced
Format: Lecture
Vault Recording: TBD
Audience Level: Advanced
An in-depth look at the multi-gpu rendering and performance engineering that brought Disneyland's and Hollywood Studio's Millennium Falcon: Smugglers Run Mission 2 with the Mandalorian and Grogu to life. Implementations of cubespace VFX for multi-gpu rendering will be covered along with how the game was optimized for a custom fork of Unreal Engine 5.4.4. Implementations for cubed Bloom, Motion Blur, TAA, SSR, Hyperspace, and Light Shafts for multi-gpu will be covered. Performance work covered includes optimizing Unreal's RHI layer, rewriting the engine's framepacer, and overlap frame rendering to begin rendering the next frame while the current is finishing. The game shipped at 4K running at 60FPS on 8 Blackwell GPUs. 

Takeaway

Attendees will learn about how Disneyland's and Disney World's premier Star Wars attraction, Smugglers Run shipped Mission 2 on a custom fork of Unreal Engine 5.4 utilizing mutli-gpu rendering, custom real-time cubemap VFX, all on 8 Blackwell GPUs. 

Intended Audience

For those interested in: rendering architecture, shaders, optimizations, and multi-gpu rendering behind a premier Star Wars attraction at Disneyland and Disney World where one gpu was not enough.