“Low-level Optimizations in The Last of Us Part II” by Saraswat

  • ©Parikshit Saraswat

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Entry Number: 63

Title:

    Low-level Optimizations in The Last of Us Part II

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Abstract:


    Developing a game that satisfies high expectations on visual quality while running at 30 fps on a 6 year old console platform, PlayStation 4, is quite a challenging task. The majority of the world of The Last of Us Part II contains alpha geometry which has poor rendering pipeline performance and full-screen expensive shaders with heavy resource usage which required us to use plenty of hacks and tricks to push the hardware to its limits and make sure we don’t have to compromise needlessly on the visual fidelity of the game. This talk will mainly focus on case studies from the actual game highlighting the most expensive parts of our game’s frame and how we were able to come up with solutions to these performance hurdles.

References:


    Michal Drobot. 2014. Low-level Optimizations for GCN: Hacking the Next Generation. In Digital Dragons 2014.

    Layla Mah. 2013. Powering the next generation of graphics: AMD GCN Architecture. In GDC Europe 2013.

    Emil Persson. 2014. Low-level Shader Optimization for Next-Gen and DX11. In GDC 2014.

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