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Tuesday, October 24 • 11:00am - 11:50am
Decima Visibility in Horizon Zero Dawn

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Visibility queries, i.e. quickly finding the smallest possible set of geometry required to render a given scene, are a feature of almost all game engines. They are almost always on the critical path for performance since they need simulation to be complete, and prevent rendering from starting until the results of the query are available. This makes efficient visibility data and code very important to overall game performance.

This is an experience-based talk, so I'll be going into real problems that we faced and solutions we came up with for rendering the world of Horizon Zero Dawn. I will describe the issues we faced in moving from the relatively constrained environments of the Killzone series to the open-world vista of Horizon, and how they affected our visibility system in particular.

I'll talk about where we came from, the goals for visibility in our new world, and the system we built to fulfil these goals. I'll go into our visibility data in detail and talk about how we take advantage of the PS4's asynchronous compute capabilities to query the millions of objects and quickly produce results for the renderer to consume.

I will sum up by talking about lessons we learned in shipping the game on the current visibility system, and where we're planning to take it next.

I'll explain things as I go along, but a basic familiarity with GPU compute will be helpful to get the most out of this talk.

Speakers
avatar for Will Vale

Will Vale

Second Intention/Guerrilla Games
I'm a real-time 3D and optimisation specialist with a particular interest in close-to-the-metal game development. Originally from the UK, I've been in the industry since 1998 and moved to New Zealand in 2004 to start a consultancy business. Since 2005 my main client has been Guerrilla... Read More →


Tuesday October 24, 2017 11:00am - 11:50am AEDT
Melbourne Convention and Exhibition Center