You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Real-Time Reflections in 'Mafia III' and Beyond
Speaker(s): Martin Sobek
Company Name(s): 2K Games
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: Specular reflection plays a major role in overall visuals. Many methods exist to compute indirect specular (reflection), however all of the currently used techniques have many issues with image stability, floating reflections, missing reflection anisotropy, etc. This session will share how 2K games implemented a hybrid screen-space and cube-map array tracing for 'Mafia III'. This method combined importance sampling with large screen-space blur. It addressed floating reflections and image stability as SSR/CM blend was seamless but didn't produce proper material response and introduced leaking on high-roughness materials. This talk will present an improved version that eliminates the large screen-space blur with smart sample distribution, spatio-temporal filter, screen and CM pre-filtering. This method works well on whole roughness range and achieves full-res reflections in about 3 ms on PS4 at 1080p.

GDC 2018

Martin Sobek

2K Games

free content

Programming

Programming

Visual Arts

Visual Arts