Hi, I’m going to talk today a bit about what type of major challenges we have ahead for us in the next 5-10 years, what type of problems we want to solve and things to focus on. Sort of why we want to go Beyond Programable Shading?
5 orders of a magnitude difference
MLAA
MLAA
Particles would be the last to be included in an OIT solution
Show zbrush character Kayvon’s talk on Quad-fragment merging
Explicit braided parallelism GRAMPS-style queuing
Not the most sexy of topics, but the single most important one for game development Show undergrowth?
For us, that is a lot of time and a lot of money. But the single most important improvement in this new version of the engine. Editor framework, intutitive & fast workflows, features to simplify development
Examples: Automatic LOD solutions or directly rendering giant meshes without LODs Physically based rendering
Not the most sexy of topics, but the single most important one for game development Show undergrowth?
Memory usage is major cliff, render to virtual memory/cache/edram?
PantaRay - Fast Ray Traced Occlusion for Massive Scenes