Oct 12, 2012

[Siggraph 2012] Screen Space Decals in Warhammer 40,000: Space Marine

As I promised, here are the slides I presented at Siggraph 2012.  It's about Screen Space Decal technique I developed for Space Marine

Although it was independently developed, it's very similar to other techniques. such as Deferred Decals. However, I believe we were the only game who used this tech very extensively in a game.  So I focused more on the problems we had, and the solutions we used to solve or avoid them.


4 comments:

  1. Slides 83-86: What exactly are you referring to when you say "this"? I've never played the game so it's not obvious to me what's going on in the screen shot.

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    1. Damage status ui overlay that actually hides the screen almost completely. Also lots of smoke particles too.

      Since there r too many things going on screen u can't even see its running slow.

      So basically we didn't have to solve the problem thanks to ui artists' independent(we didn't ask for it for performance reasons) decision to add that in.

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  2. Great presentation, thanks for sharing! I'm curious if at some point you tried detecting huge overdraw and substituting a single full-screen pass instead, that could handle up to N decals in its pixelshader? It would still have to do an awful lot of math, but it would at least save G-buffer and rasterization traffic? Thanks!

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    1. hey! that's a great idea.

      Rasterization traffic was not a bottleneck for us at last on x360, the first platform I optimize usually: pixel shader op was the bottleneck. but it is probably becuz xbox 360 has edram and PS3 might have been different story.


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