You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

Towards Cinematic Quality, Antialiasing in 'Quantum Break'


'Quantum Break' was shipped with a light pre-pass rendering engine, where geometry buffers are drawn with 4xMSAA. In this presentation Tatu will go over how to first reduce geometry data using clustering, then calculate lighting on smaller amount of samples, and lastly how to scale back to MSAA image. In addition, this talk will go over Remedy Entertainment's approach to temporal anti-aliasing, where previous four frames are combined for upscaled final image and how this leads us to using sequential noise patterns in sampling volumetric lighting and reflections.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC Europe 2016
  • Tatu Aalto
  • Remedy Entertainment
  • free content
  • Programming
  • Programming