|FrameGraph: Extensible Rendering Architecture in Frostbite
|Frostbite / Electronic Arts
|Track / Format:
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|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.