Domain: adriancourreges.com
Stories and comments across the archive that link to adriancourreges.com.
Stories · 4
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A Very Detailed Dissection of a Frame From DOOM (adriancourreges.com)
DOOM 2016 "cleverly re-uses old data computed in the previous frames...1331 draw calls, 132 textures and 50 render targets," according to a new article which takes a very detailed look at the process of rendering one 16-millisecond frame. An anonymous Slashdot reader writes: The game released earlier this year uses the Vulkan API to push graphics quality and performance at new levels. The article sheds light on rendering techniques, mega-textures, reflection computation... all the aspects of a modern game engine.
Some of the information came from "The Devil is in the Details," a July presentation at the SIGGRAPH 2016 conferences on graphics by Tiago Sousa, id's lead renderer programmer, and senior engine programmer Jean Geffroy. (And there's also more resources at the end of the article, including a July interview with five id programmers by Digital Foundry.) "Historically id Software is known for open-sourcing their engines after a few years, which often leads to nice remakes and breakdowns," the article notes. "Whether this will stand true with id Tech 6 remains to be seen but we don't necessarily need the source code to appreciate the nice graphics techniques implemented in the engine." -
Reverse-Engineering GTA V (adriancourreges.com)
An anonymous reader writes: Software engineer Adrian Courrèges posted on his blog a breakdown of the rendering of a frame in Grand Theft Auto: V. Each rendering pass is explained in detail, with all the techniques and the tricks Rockstar used to make the game run on 8-year-old consoles. It's a fascinating trip through the making of a frame and reminds us of how far GPU computing power has come. Here's a brief snippet from the beginning: "As a first step, the game renders a cubemap of the environment. This cubemap is generated in realtime at each frame, its purpose is to help render realistic reflections later. This part is forward-rendered. How is such cubemap rendered? For those not familiar with the technique, this is just like you would do in the real world when taking a panoramic picture: put the camera on a tripod, imagine you’re standing right in the middle of a big cube and shoot at the 6 faces of the cube, one by one, rotating by 90 degrees each time. This is exactly how the game does: each face is rendered into a 128x128 HDR texture." -
Reverse-Engineering a Frame of "Supreme Commander"
An anonymous reader writes: When Supreme Commander was released 8 years ago, it redefined the RTS genre, with its real-time strategic zoom and its epic battles involving several thousands of units at once, while bringing a whole generation of PCs to their knees. Today an article revisits the process of rendering a frame of the game by reverse-engineering the API calls made to the GPU. All the techniques and algorithms are explained in detail, many of them still used in current video games. -
Rendering a Frame of Deus Ex: Human Revolution
An anonymous reader writes "Video games are among the most computationally intensive applications. The amount of calculation achieved in a few milliseconds can sometimes be mind-blowing. This post about the breakdown of a frame rendering in Deus Ex: Human Revolution takes us through the different steps of the process. It explains in detail the rendering passes involved, the techniques as well as the algorithms processed by a computer — 60 times per second."