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|Session Name:||Next Level Render in 'World of Tanks' PC 2018|
|Track / Format:||Programming|
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|Overview:||This talk is about Wargaming's recent and significant changes made to their graphics engine powering the very popular online game 'World of Tanks' (Available early 2018). This lecture will cover lots of different sub-systems with the distinct details and techniques they are based on, including but not limited to terrain, water, vegetation, particles, shadow system, shading and lighting, anti-aliasing, and more. Since 'World of Tanks' is a seasoned and widespread game, Wargaming's team has had to support a huge range of hardware from 2004 to 2017 (about a 13 year time-frame). As a result, they've developed solutions that are scalable across hardware generations and heavily optimized, support both DX9DX11 APIs as well as completely different forward and deferred pipelines. This talk will give an overview of Wargaming's render pipeline, share architectural decisions and share the optimization tricks they've used.|