Deferred shading is an increasingly popular technique used in video game rendering. Geometry components such as depth, normal, material colour, etcetera are rendered into a geometry buffer (commonly ...
Developed for Battlefield 3 and future DICE EA Games. Massive focus on creating simple to use and powerful workflows. Major Pushes in animation, destruction, streaming, rendering, lighting, and ...
When CryTek was tasked with creating visually stunning game for the Xbox One, they found themselves with a problem to solve: how to create an experience that would show off the graphical fidelity of ...
The next gen compute engine (Vega NCU) offers 512 operations on 8-bits per clock and from there onwards halved with 256 16-bit ops per clock (for game rendering) and 128 32-bit ops per clock. The ...