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|Session Name:||'Destiny' Shader Pipeline|
|Speaker(s):||Natalya Tatarchuk, Chris Tchou|
|Company Name(s):||Bungie, Bungie|
|Track / Format:||Programming|
This talk delves into the shader pipeline that Bungie developed for \'Destiny\', a fast-paced shared world shooter for PlayStation 4, PlayStation 3, Xbox One and Xbox 360. This presentation will focus on the design, implementation, and lessons learned in building a flexible multiplatform shader pipeline from end to end. This talk will postmortem the strengths of the \'Destiny\' shader system, as well as delve into some of the challenges that Bungie\'s team encountered during the game\'s development, including challenges with managing the vast shader permutation matrix resulted from their flexible shader variant system, which encouraged artists to make hundreds or thousands of possible permutations. They will discuss some of the solutions they are undertaking to improve their shading system further based on the lessons learned during the first several releases of \'Destiny\'. Bungie\'s team believes that the details of their approach, the successes and challenges encountered, and lessons learned will benefit anyone working on a modern multi-platform renderer for their own games.