GDC 2005 - PowerPoint PPT Presentation

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GDC 2005

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Topics Covered Introduction Background Technical Highlights Performance Player Metrics Demonstration Questions and Answers Introduction What is deferred shading? – PowerPoint PPT presentation

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Title: GDC 2005


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Postmortem Deferred Shading in Tabula Rasa
Rusty Koonce NCsoft September 15, 2008
3
Topics Covered
  • Introduction
  • Background
  • Technical Highlights
  • Performance
  • Player Metrics
  • Demonstration
  • Questions and Answers

4
Introduction
  • What is deferred shading?

5
Introduction
  • What is deferred shading?
  • Deferred shading is a technique for lighting a
    scene as a post process. Typically forward
    shading is used, where lighting is applied to
    each vertex or pixel as it is rendered. With
    deferred shading, material properties about each
    pixel are rendered and per-pixel lighting is
    applied as a post process after the scene has
    been rendered.

6
Introduction
  • What is Tabula Rasa?

7
Introduction
  • What is Tabula Rasa?
  • Tabula Rasa is a massively multiplayer online
    role-playing game. It is set in a near future
    sci-fi setting, taking the player to alien
    worlds. The pace of the game is fast and similar
    to a 3rd person shooter.

8
Background
  • Engine features wanted by art/design

9
Background
  • Engine features wanted by art/design
  • Shadows and ability to create dramatic lighting
    (not necessarily in real-time -- lightmaps were
    acceptable)?
  • Dynamic light support
  • Interior and exterior settings -- with support
    for mixing both within the same map
  • Support for many objects (players/creatures/NPCs)
    moving into view at once

10
Background
  • Constraints

11
Background
  • Constraints
  • Pre-existing forward shading engine that
    supported basic dynamic lighting only
  • A lot of art and many shaders already created for
    existing engine
  • Minimum system requirements of NVidia FX or ATI
    9600 class hardware

12
Background
  • Decision

13
Background
  • Decision
  • The existing DX9 based engine would be
    retrofitted to support both forward and deferred
    shading. Forward shading would be the fallback
    for lower end hardware, with deferred shading
    being the preferred render pipeline on higher end
    hardware. All existing art assets could be
    leveraged as-is, without the need to update them.

14
Technical Highlights
  • Benefits of deferred shading

15
Technical Highlights
  • Benefits of deferred shading
  • Lighting cost is proportional to the number of
    lights and is not proportional to the geometric
    complexity of the scene
  • Only visible pixels have lighting computations
    executed on them
  • Shaders can have lighting computations cleanly
    separated from the material rendering
  • Depth and material properties such as surface
    normals become accessible from shaders
  • All lighting is done in real-time. No time
    required to build precomputed light data in the
    map build process designers can see their
    changes in real-time.

16
Technical Highlights
  • Issues with deferred shading

17
Technical Highlights
  • Issues with deferred shading
  • High GPU memory bandwidth utilization
  • High VRAM utilization
  • No hardware FSAA support (DX9)?
  • Very limited hardware alpha blending support

18
Technical Highlights
  • Implementation Detail (Deferred)?

19
Technical Highlights
  • Implementation Detail (Deferred)?
  • Material MRT Layout

20
Technical Highlights
  • Implementation Detail (Deferred)?
  • FSAA
  • 1) Fake Detect edges and blur them
  • 2) Emulation Super-sample by rendering to a
    larger render target and then use the hardware to
    filter the final image down to the desired size

21
Technical Highlights
  • Implementation Detail (Deferred)?
  • Alpha Blending
  • 1) Flora/ground cover rendered with alpha test
    scaling is used to transition it in and out
  • 2) Hair is alpha tested helmets are common place
    in game
  • 3) Alpha blended geometry is rendered after
    deferred shading of opaque geometry completes
    this blended geometry typically does not receive
    lighting and if it does it is not exactly the
    same

22
Technical Highlights
  • Implementation Detail (Deferred)?
  • Shadows
  • 1) All shadows use shadowmaps every shadow is a
    true volumetric shadow
  • 2) All lights can cast shadows
  • 3) Artists control if a light casts a shadow if
    if that shadow updates in real-time or not
  • 4) Shadowmap rendering is throttled and done
    based on light priority
  • 5) The number of shadows active within a single
    frame is capped

23
Technical Highlights
  • Implementation Detail (Deferred)?
  • Video Memory Management
  • 1) All render targets are allocated before most
    other resources
  • 2) A shadowmap cache is used a fixed number of
    shadowmaps are allocated for the duration of play
  • 3) A render target and depth buffer cache is used

24
Performance
  • Compatibility

25
Performance
  • Compatibility
  • Deferred Shading (Our Min Requirements)?
  • 256MB VRAM
  • Pixel Shader 3.0
  • MRT Support (4 simultaneous)?
  • Deferred Shading (Recommended Requirements)?
  • 320MB VRAM
  • 50 GB/s GPU Memory Bandwidth (8800 GT, X1900)?

26
Performance
  • Scalability

27
Performance
  • Scalability
  • Deferred lighting performance is most closely
    tied to the GPU memory bandwidth. The more
    bandwidth, the better the performance.
  • Unlike forward shading, deferred shading
    performance is significantly tied to the
    resolution at which the game is played.
  • Fortunately, today's GPUs are catching up.
    Sub-200 video cards are offered now by ATI and
    NVidia that well exceed 50GB/s in memory
    bandwidth.

28
Performance
  • NV Perf HUD Profile
  • 8800 GTS (64 GB/s Memory Bandwidth)?
  • Max Graphics Settings (FSAA off)?
  • 1680 x 1050 Approximate Resolution

29
Performance
30
Performance
31
Player Metrics
  • Hardware

32
Player Metrics
  • Hardware

33
Player Metrics
  • Graphics Settings

34
Demonstration
  • Hardware
  • NVidia 9600 GT 512MB (120, 57.6 GB/s)?
  • Intel Core2 Quad Q6600 _at_ 2.40 GHz
  • Vista 64
  • 4GB RAM

35
Questions and Answers
  • Contact Info
  • Rusty Koonce
  • jrkoonce_at_yahoo.com
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