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.

close

The Number One Educational Resource for the Game Industry

Session Name: Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'
Speaker(s): Ronan Marchalot
Company Name(s): Quantic Dream
Track / Format: Programming

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

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.

GDC 2018

Ronan Marchalot

Quantic Dream

free content

Programming

Programming