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|Session Name:||Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'|
|Company Name(s):||Quantic Dream|
|Track / Format:||Programming|
|Overview:||'Detroit: Become Human' is a Playstation 4 exclusive title currently in development at Quantic Dream. In this talk, Lead Engine Programmer, Ronan Marchalot, will present the evolution of Quantic's engine from Playstation 3 to Playstation 4. He'll cover the switch from deferred lighting to cluster forward lighting, what the benefits are and how his team addressed the issues they met. He'll also take a look into how they implemented temporal anti-aliasing, and how they used it to improve some features such as SSR, SSAO, PCF shadows, skin subsurface scattering and volumetric lighting.|