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3D Toon Rendering in 'Hi-Fi RUSH'

GDC Festival of Gaming

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Graphics and audioGame developmentRenderingUnity, Unreal and GodotBuilding a game engine

This GDC talk explains how Tango Gameworks developed a custom deferred toon renderer in Unreal Engine 4 for Hi-Fi RUSH.

'Hi-Fi RUSH' is a 60fps rhythm action game rendered in a stylish 3D toon art style using a customized Unreal Engine 4. In 'Hi-Fi RUSH', the developers at Tango Gameworks used toon shading for the entire world, both character and environment, while providing modern 3D graphics features, all at 60fps at native resolution. In this GDC 2024 talk, learn about the development of a deferred toon renderer developed for toon shading a 3D world in a 2D way. Various customized UE4 render passes along with added render passes of their own are stylized and combined inside deferred rendered post process volumes. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media. Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS. Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

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2 people recommend this

What people say. Recommended for its overview of how Hi-Fi RUSH achieved its stylized toon rendering and how to handle edge antialiasing.

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u/Select_Pound4380in r/GraphicsProgramming • Recommends

On “How to antialias the sdf edge?”

You can use ddx and ddy to get the edge check it on [video
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On “WHY I want to learn about Graphic API”

…hading-in-ue4-material Artists to a great degree, and tech artists to a lesser degree, are limited by the levers that the rendering engine gives them. This talk from GDC 2024 has an overview of how Hi-Fi Rush achieved its 'toon rendering' style. I jumped it to 5:55 where it shows the before/after of all the rendering features turned off then on. [video >6:54 Compared to past games with strictly cel-shaded environments, we incorporate a lot of 3D lighting rendering features into the game. We added rendering passes like static Shadow maps and decal toon lights but we also stylized and extended the excellent based UE4 graphics features such as SSAO and SSR and made them work for cell shad…
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