How Games Have Worked for 30 Years to Do Less Work

How Games Have Worked for 30 Years to Do Less Work

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How Games Have Worked for 30 Years to Do Less Work
We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware. Gamedev Courses: https://simondev.teachable.com/ Support me on Patreon: https://www.patreon.com/simondevyt Follow me on: Instagram: https://www.instagram.com/beer_and_code/ Twitter: https://twitter.com/iced_coffee_dev In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what's considered state of the art today. References talks: https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf https://gamma.cs.unc.edu/papers/documents/technicalreports/tr97004.pdf https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-6-hardware-occlusion-queries-made-useful https://www.cs.princeton.edu/courses/archive/spr01/cs598b/papers/greene93.pdf https://blog.paavo.me/cities-skylines-2-performance/ https://www.humus.name/Articles/Persson_CreatingVastGameWorlds.pdf https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice https://www.guerrilla-games.com/read/practical-occlusion-culling-in-killzone-3 https://blog.selfshadow.com/publications/practical-visibility/ https://www.selfshadow.com/talks/rwc_gdc2010_v1.pdf https://aras-p.info/texts/D3D9GPUHacks.html