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Session Name FrameGraph: Extensible Rendering Architecture in Frostbite
Speaker(s) Yuriy O'Donnell
Company Name(s) Frostbite / Electronic Arts
Track / Format Programming
Overview This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.

GDC 2017

Yuriy O'Donnell

Frostbite / Electronic Arts

free content

Programming

Programming


UBM Tech