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Rendering the World of Far Cry 4

GDC Festival of Gaming

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  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Stephen McAuley, Lead Rendering Programmer at Ubisoft Montreal
  • May be out of date. Uploaded 8 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

37K views8 years ago1 recommendation

Graphics and audioGame developmentRenderingGame programming

Stephen McAuley details the rendering techniques, terrain systems, and lighting features developed to build the open world of Far Cry 4.

In this 2015 GDC session, Ubisoft Montreal's Stephen McAuley explains how rendering Kyrat, the beautiful world of Far Cry 4, inspired the development of new graphical features to create a game that used the power of a new generation of hardware. Register for GDC: ubm.io/2gk5KTU 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.

Why it's here

1 person recommends this

What people say. Recommended as a detailed case study of real-world AAA game rendering techniques and performance optimizations.

u/corysamain r/GraphicsProgramming • Recommends

Rendering the World of Far Cry 4