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|Session Name:||FrameGraph: Extensible Rendering Architecture in Frostbite|
|Company Name(s):||Frostbite / Electronic Arts|
|Track / Format:||Programming|
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|Overview:||This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.|