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1
Intro
2
Agenda
3
Tech Overview
4
Engine
5
Tools
6
Rendering
7
Material Structure Buffer
8
Tessellation
9
Normal
10
Smoothness
11
Foam
12
Flow Map
13
Composite
14
Material blending in half precision
15
Minimum precision basics
16
Precision lowering cannot be automatic
17
Register pressure is a common bottleneck
18
Main source of register pressure
19
Live register analysis
20
Half precision counters allocation overhead
21
Problems
22
Dampen Edge
23
Performance (ms)
24
FarCry Talks
Description:
Explore the innovative water rendering system developed for Far Cry 5 in this 49-minute GDC session from 2018. Dive into the technical details as AMD's Cristian Cutocheras and Ubisoft's Branislav Grujic reveal the all-new water system that enables artists to create realistic water-based physical features like waterfalls and lakes. Learn about the engine, tools, and rendering techniques used, including material structure buffers, tessellation, normal mapping, smoothness, foam generation, and flow mapping. Discover how the team tackled challenges such as material blending in half precision, minimum precision basics, and register pressure optimization. Gain insights into performance improvements and problem-solving approaches used in the development process.

Water Rendering in Far Cry 5

GDC
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