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Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2

Digital Dragons

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  • Recommended by 3 people: 2 on Hacker News and 1 in engineering communities.
  • Presented by Erik Jansson, Remedy Entertainment

Advanced. Deep dive for people who know the field.

29K views2 years ago3 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAGame programming

Erik Jansson explains how Remedy Entertainment transitioned to a GPU-driven rendering pipeline using mesh shaders and meshlet culling for Alan Wake 2.

Alan Wake 2 features vast and highly detailed outdoor environments with dense vegetation. In comparison to Control, the geometric complexity skyrocketed so much that we had to move to a GPU-driven rendering pipeline. This talk is about that journey. We’ll cover our overall design and the fine technical details of how to make it perform well. Mesh shaders are a central part of this pipeline; we’ll show how to efficiently cull and render meshlets, to take full advantage of the PS5 and XBSX|S GPU. Title Agenda Trailer Introduction GPU-Driven Rendering Meshlets Culling Mesh Shaders Conclusion Special Thanks Q&A

Why it's here

3 people recommend this

What people say. Recommended as an excellent technical deep dive into modern GPU-driven rendering pipelines and mesh shading in production games.

Moments people linked to

u/corysamain r/GraphicsProgramming • Recommends

Alan Wake 2 - GPU driven rendering with mesh shaders by Erik Jansson, a Senior Graphics Programmer at Remedy Entertainment (43 min)
82View on Reddit

dagmxon Hacker News • Recommends

On “Mesh Shaders – The Future of Rendering [video]”

A related talk of using Mesh shaders for Alan Wake 2 link to this video And I find Apple’s intro to mesh shading to be a fairly good primer for someone unfamiliar with Mesh shading link

neomantraon Hacker News • Recommends

On “Drawing Graphics on Apple Vision with the Metal Rendering API”

…f thinking about the pipeline. This article shows the same concept, but in Vertex Shaders for multiple render targets. While you might not make a Vision app, it could be worthwhile read to further understand this architecture. I've spent a few months in Metal Mesh Shading and hadn't realized this application of it at all. 1 link 2 link 3 link to this video (good explanation and demo)…

pjmlpon Hacker News • Mentions

On “Pat Gelsinger was wrong for Intel”

For example OTOY uses CUDA renderering. link If you prefer actual code, link and "Mesh Shaders - The Future of Rendering" link "GPU driven Rendering with Mesh Shaders in Alan Wake 2" link to this video

flashblazeon Hacker News • Mentions

On “Ask HN: What cool skill or project interests you, but feels out of reach?”

Definitely reverse engineering and shaders. Watching these kinds of talks I realize, I'm not built for this: link to this video

u/IamRustyRustin r/gameenginedevs • Mentions

How a GPU memory pipeline handles data streams and why it fundamentally bottlenecks. What if insetad of Hi-Z pyrmaid if use 1D Array if I think that Hi-Z iteration take some overheead so in that case what if I use 1D Array. https://preview.redd.it/c2ak98k8z74h1.jpg?width=964&format=pjpg&auto=webp&s=ab82d16c814d796eb1f253593f278af7b014d4fe Everything starts with how the CPU organizes our game world. The CPU sets up the memory mapping using Page Table Entries. To the CPU, this is highly structured data. It knows exactly how objects are organized and linked together. But the GPU? It doesn't see it that way. When the GPU needs to read the data stream buffer, it uses its own `Translation Looka…