Destiny’s Multi-threaded Renderer Architecture

 

 

Abstract:

Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engines’ multithreading architectures have moved away from system-level thread parallelism to fine-grained task and data parallelism to optimally take advantage of all available resources.

In this talk we will delve into the architecture of the renderer that Bungie developed for Destiny, a fast-paced shared world shooter for PlayStation 4, PlayStation 3, Xbox One and Xbox 360. This architecture is designed to deliver low-latency, efficient execution across multiple platforms. We believe that the details of our approach, the successes and challenges encountered, and lessons learned will benefit anyone working on a multithreaded renderer for their own games.

Presenters:

Natalya Tatarchuk, Graphics Engineering Architect

Affiliation:

Bungie

Bios:

Natalya Tatarchuk is an Engineering Architect currently working on state-of-the art cross-platform next-gen rendering engine and game graphics for the upcoming Bungie game Destiny. Previously she was a graphics software architect and a project lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating innovative real-time graphics techniques. Additionally, she had been the lead of ATI’s demo team creating the innovative interactive renderings and the lead for the tools group at ATI Research. She has published papers and articles in various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide.

 

Materials:

(Updated: April 14th, 2015)

PDF (25 MB)

 

 

 



 

 

 

 

 

 

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