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Samurai Landscapes: Building and Rendering Tsushima Island on PS4
Sucker Punch Productions' Ghost of Tsushima is by far the largest game world the studio has ever built. Vegetation density and draw distance requirements meant authoring millions of object instances and efficiently processing them at runtime, far more than the engine used for inFAMOUS: Second Son could handle. This presentation will discuss the in-engine world-building tools that the team created to populate the game's natural environment, including a functional programming language interpreted as bytecode on the GPU that artists use to describe texture and placement rules for generated data. Additionally, the talk will present some of the foundational rendering runtime systems responsible for managing this much data within budget on the PS4.
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