gdc 2015 でのハイエンドグラフィックス

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GDC2015での ハイエンドグラフィックス 今給黎 隆(株式会社セガ)

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Page 1: GDC 2015 でのハイエンドグラフィックス

GDC2015での ハイエンドグラフィックス

今給黎 隆(株式会社セガ)

Page 2: GDC 2015 でのハイエンドグラフィックス

インディ

VR

ゲーム エンジン

Page 3: GDC 2015 でのハイエンドグラフィックス

そんな話は 一切

しません

Page 4: GDC 2015 でのハイエンドグラフィックス

GDC セッション調査

• PG & VA(RT除く。AI,スマフォサミット含む) – 229セッション(PG:185, VA83) – ジャンル抽出

• モバイル: 30セッション • VR: 11セッション • ゲームエンジン:14セッション • DX12/Vulkan:14セッション • AAA事例:44セッション

セッションスケジュールからの独自調査

Page 5: GDC 2015 でのハイエンドグラフィックス

主なAAAタイトル • Sunset Overdrive

– Animation Bootcamp: Locomotion of Sunset Overdrive – Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive – Order from Chaos: The Art Direction of Sunset Overdrive – Streaming in Sunset Overdrive's Open World – AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive – Procedural and Automation Techniques for Design and Production of Sunset Overdrive – Player Choice of Gender and Body Type in Sunset Overdrive – The Ultimate Trim: Texturing Techniques of Sunset Overdrive – The Simplest AI Trick in the Book

• Far Cry 4 – The Color of Enlightenment: Defining Shangri-La Within Far Cry 4 – Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA) – Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders – Grounding Wildlife in the Mountains of Far Cry 4 – Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy – Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline – Adaptive Virtual Texture Rendering in Far Cry 4 – Rendering the World of Far Cry 4

• Destiny – Character Cloth and Hair Tools in Bungie's Destiny (Presented by Autodesk) – The Art of First Person Animation for Destiny – Tools-Based Rigging in Bungie's Destiny – Multithreading the Entire Destiny Engine – Destiny's Multithreaded Rendering Architecture – Lessons from the Core Engine Architecture of Destiny – Shared World Shooter: Destiny's Networked Mission Architecture

• Assassin's Creed Unity – Igniting the Shared Experience with Cinematics in Assassin's Creed Unity – Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA) – Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders – Massive Crowd on Assassin's Creed Unity: AI Recycling – Networking Gameplay and AI in Assassin's Creed Unity – Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity

Page 6: GDC 2015 でのハイエンドグラフィックス

Sunset Overdrive • 日本マイクロソフト, Insomniac Games (ラチェット&クランク, RESISTANCE等) • XboxOne(未定) • Engine: I.N.S.O.M.E. V.6.0 • GDCセッション

– Animation Bootcamp: Locomotion of Sunset Overdrive – Sunset City Express: Improving the NavMesh Pipeline in Sunset Overdrive – Order from Chaos: The Art Direction of Sunset Overdrive – Streaming in Sunset Overdrive's Open World – AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive – The Simplest AI Trick in the Book – Procedural and Automation Techniques for Design and Production of Sunset Overdrive – Player Choice of Gender and Body Type in Sunset Overdrive – The Ultimate Trim: Texturing Techniques of Sunset Overdrive – SIMD at Insomniac Games: How We Do the Shuffle

• 日本語記事 – 「Sunset Overdrive」に求められた“新しい

オープンワールド” • http://game.watch.impress.co.jp/docs/news/

20150304_691144.html

– ヒーローを執拗に追う怪物を生み出す 「Sunset Overdrive」のAI

• http://game.watch.impress.co.jp/docs/news/ 20150307_691684.html

Page 7: GDC 2015 でのハイエンドグラフィックス

Far Cry 4 • ユービーアイソフト (モントリオールスタジオ) • PS4、PS3、Xbox One(2015年1月29日) • Engine: Dunia Engine 2 • GDCセッション

– Grounding Wildlife in the Mountains of Far Cry 4 – Rendering the World of Far Cry 4 – The Color of Enlightenment: Defining Shangri-La Within Far Cry 4 – Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA) – Adaptive Virtual Texture Rendering in Far Cry 4 – Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders – Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy – Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline

• 日本語記事 – [GDC 2015]「Far Cry 4」の色使いを

アートディレクターが解説。シャングリラの 赤い草やミンの兵士の青い制服は, こうして決められた

• http://www.4gamer.net/games/257/ G025740/20150307015/

Page 8: GDC 2015 でのハイエンドグラフィックス

Destiny • Bungie (Halo等) • PlayStation®4/PlayStation®3 ( 2014年9月11日(木)) • GDCセッション

– Character Cloth and Hair Tools in Bungie's Destiny (Presented by Autodesk) – The Art of First Person Animation for Destiny – Tools-Based Rigging in Bungie's Destiny – Shared World Shooter: Destiny's Networked Mission Architecture – Multithreading the Entire Destiny Engine – Destiny's Multithreaded Rendering Architecture – Lessons from the Core Engine Architecture of Destiny

• 日本語記事 – グローバルタイトルのローカライズの

実際 ~Bungie『Destiny』のローカ ライズ現場から【GDC 2015】

• http://www.famitsu.com/news/ 201503/10073642.html

Page 9: GDC 2015 でのハイエンドグラフィックス

Assassin's Creed Unity • ユービーアイソフト (モントリオールスタジオ) • PlayStation 4 / Xbox One (2014年11月20日) • Engine: AnvilNext Engine • GDCセッション

– Postmortem: Developing Systemic Crowd Events on Assassin's Creed Unity – Massive Crowd on Assassin's Creed Unity: AI Recycling – Igniting the Shared Experience with Cinematics in Assassin's Creed Unity – Networking Gameplay and AI in Assassin's Creed Unity – Far Cry 4, Assassin's Creed Unity and War Thunder: Spicing Up PC Graphics with GameWorks (Presented by NVIDIA) – Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders

• 日本語記事 – 「アサシン クリード ユニティ」の大群集

はマイクロ秒単位の積み重ね!! • http://game.watch.impress.co.jp/docs/

news/20150307_691715.html

– 「生き生きとした18世紀のパリ」を 表現してみせた「Assassin‘s Creed Unity」の群集とイベント制御手法

• http://www.4gamer.net/games/251/ G025157/20150313114/

Page 10: GDC 2015 でのハイエンドグラフィックス

その他、事例セッション • Capturing The Last of Us: Motion Capture Pipeline

– Speaker: Damon Shelton (Naughty Dog) • Parallelizing the Naughty Dog Engine Using Fibers

– Speaker: Christian Gyrling (Naughty Dog) • Innovations in The Sims 4 Character Creator

– Speaker: Sri Nair (Electronic Arts) • In Your Hands: The Character (of Watch_Dogs)

– Speaker: David Therriault (Ubisoft Montreal) • Strategies for Efficient Authoring of Content in Middle-earth: Shadow of Mordor

– Speaker: Doug Heimer (Monolith Productions) • The Technology of The Tomorrow Children

– Speaker: James McLaren (Q-Games Ltd) • Finding Balance: Realizing Responsive High Fidelity Character Movement in Just Cause 3

– Speakers: Jeet Shroff (Avalanche Studios), Alex Crowhurst (Avalanche Studios) • Augmented Hair in Deus Ex Universe Projects: TressFX 3.0 (Presented by AMD)

– Speakers: Uriel Doyon (Eidos Montreal), Jason Stewart (AMD) • Edge Detection Based Post Processing in Warlords of Draenor (Presented by Intel)

– Speakers: Matthew M. Williams (Blizzard Entertainment), John Hartwig (Intel) • Content Optimization Pipeline for an Open World Game

– Speaker: Martin Thorzen (CD Projekt RED) • GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

– Speaker: Junya Christopher Motomura (Arc System Works) • Hearthstone: How to Create an Immersive User Interface

– Speaker: Derek Sakamoto (Blizzard Entertainment) • How to Implement AAA Game UI in HTML and JavaScript

– Speaker: Yee Cheng Chin (Electronic Arts/Maxis)

Page 11: GDC 2015 でのハイエンドグラフィックス

DX12, Vulkan/New GPU • New GPU Features of NVIDIA's Maxwell Architecture (Presented by NVIDIA)

– Speaker: Holger Gruen (NVIDIA) • Advanced DirectX12 Graphics and Performance (Presented by Microsoft)

– Speaker: Max McMullen (Microsoft) • Efficient Rendering with DirectX12 on Intel® Graphics (Presented by Intel)

– Speakers: Andrew Lauritzen (Intel Corp.), Michael Apodaca (Intel Corp.) • Solve the Tough Graphics Problems with Your Game Using DirectX Tools (Presented by Microsoft)

– Speakers: Jason Strayer (Microsoft), Rong Lu (Microsoft), Rudolph Balaz (Microsoft) • Better Power, Better Performance: Your Game on DirectX12 (Presented by Microsoft)

– Speaker: Bennett Sorbo (Microsoft) • DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)

– Speakers: Dave Oldcorn (AMD), Stephan Hodes (AMD), Max McMullen (Microsoft), Dan Baker (Oxide Games) • OIT to Volumetric Shadow Mapping, 101 Uses for Raster Ordered Views using DirectX 12 (Presented by Intel)

– Speaker: Leigh Davies (Intel) • glNext: The Future of High Performance Graphics (Presented by Valve)

– Speakers: Johan Andersson (Electronic Arts, Frostbite Engine Team), Pierre-Loup Griffais (Valve Software), John McDonald (Valve Software), Niklas Smedberg (Epic Games), Dan Baker (Oxide Games), Aras Pranckevicius (Unity Technologies), Tom Olson (Khronos)

• Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most Out of DirectX12 – Speakers: Nicolas Thibieroz (AMD), David Oldcorn (AMD), Evan Hart (NVIDIA)

• Advanced Visual Effects With DirectX 11 & 12: Visual Effects in Star Citizen – Speaker: Alistair Brown (Cloud Imperium)

• Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based Compute Rendering – Speaker: Gareth Thomas (AMD)

• Advanced Visual Effects With DirectX 11 & 12: Precomputed Realtime Global Illumination and Physically Based Rendering in Unity

– Speaker: Kuba Cupisz (Unity) • Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation and Hybrid Ray-traced Shadows for DirectX 11 & 12

– Speakers: Jon Story (NVIDIA), Alex Dunn (NVIDIA)

Page 12: GDC 2015 でのハイエンドグラフィックス

DirectX 12 / Vulkan

• GPU制御 API – APIでの変換処理を減らしてCPU負荷を下げた – 並列度を増した – 少し機能を追加した

• 用途 – DirectX 12: Windows ゲーム – Vulkan: Steam

Page 13: GDC 2015 でのハイエンドグラフィックス

GPU制御 API

• グラフィックス • コンピュート • コピー

Graphics and Compute Belong Together より

Page 14: GDC 2015 でのハイエンドグラフィックス

命令の管理方法

計算の実行

描画

命令をまとめたもの

一通りの命令群

Getting The Best Out Of D3D12 より

Page 15: GDC 2015 でのハイエンドグラフィックス

処理の事前計算化 • 内部のステート管理をオブ

ジェクトとして複数持てるようにし、依存関係性を事前に解決することでCPU負荷軽減

Cf. pd3dDevice->VSSetShader( g_pVS10 );

Getting The Best Out Of D3D12 より

• シェーダでの変数名とテクスチャ・サンプラや定数レジスタの番号を初期化時に解決することで、実行時の負荷を低減

Page 16: GDC 2015 でのハイエンドグラフィックス

DX11 to DX12

“Efficient Rendering with DirectX 12 on Intel Graphics”より

事前解決へ

並列化

Page 17: GDC 2015 でのハイエンドグラフィックス

バッファの自由度の向上 • Committed

– 今までの物 – GPUのメモリ

とバッファが1対1対応

• Placed – 使いまわしが

可能 • Reserved

– 仮想化し利用時にメモリ取得

Getting The Best Out Of D3D12 より

Page 18: GDC 2015 でのハイエンドグラフィックス

キュー管理 • 異なるキューが並列実行

– さらに異なるスレッドで作成したキューも実行順序不定

D3D12 A NEW MEANING FOR EFFICIENCY AND PERFORMANCEより

Page 19: GDC 2015 でのハイエンドグラフィックス

順序解決

DirectX 12 Advanced Graphics and Performance より

Page 20: GDC 2015 でのハイエンドグラフィックス

機能レベル • Feature Level 12.0

– Resource Binding Tier 2 – Tiled Resources Tier 2: Texture2D – Typed UAV Tier 1

• Feature Level 12.1 – Conservative Rasterization Tier 1

– ROVs • 複数のプリミティブを並列で(1つのドローコールでま

とめて)レンダリングしても、3角形の描画順序が入れ替わらない

– 半透明描画で時間的なちらつきが生じない Microsoft Outlines Basic Elements Of Direct3D 12より

Page 21: GDC 2015 でのハイエンドグラフィックス

その他技術的セッション • Enhancing Traditional Rasterization Graphics with Ray Tracing (Presented by Imagination Technologies)

– Speaker: James Rumble (Imagination Technologies) • Low Overhead Probe-based Global Illumination Using Ray Tracing (Presented by Imagination Technologies)

– Speaker: Jens Fursund (Imagination Technologies) • NVIDIA SLI and Stutter Avoidance: A Recipe for Smooth Gaming and Perfect Scaling with Multiple GPUs

(Presented by NVIDIA) – Speakers: Iain Cantlay (NVIDIA), Lars Nordskog (NVIDIA)

• NVIDIA VXGI: Dynamic Global Illumination for Games (Presented by NVIDIA) – Speaker: Alexey Panteleev (NVIDIA)

• Brighter and Faster Graphics with NVIDIA Nsight Visual Studio Edition 4.5 and Beyond (Presented by NVIDIA) – Speakers: Jeffrey Kiel (NVIDIA), Russ Kerschner (NVIDIA)

• GPU Debugging and Optimization Tools for PS4 (Presented by Sony Computer Entertainment America) – Speaker: Robert Srinivasiah (Sony Computer Entertainment America)

• Creating Open Worlds in Unreal Engine 4 (Presented by Epic Games) – Speakers: Chris Evans (Epic Games), Francois Antoine (Epic Games), James Golding (Epic Games)

• Embracing PBR with Substance: The AAA Studios' Best Kept Secret (Presented by Allegorithmic) – Speakers: Jason Brackman (Relic Entertainment), Jeremie Noguer (Allegorithmic), Sebastien Deguy (Allegorithmic)

• Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools (Presented by AMD) – Speakers: Gordon Selley (AMD), Sigal Algranaty (AMD)

• High-Quality, Fast DX11 Texture Compression with ISPC (Presented by Intel) – Speaker: Marc Fauconneau Dufresne (Intel)

• SIMD at Insomniac Games: How We Do the Shuffle – Speaker: Andreas Fredriksson (Insomniac Games)

• Believable Humans – Speakers: Michael Mumbauer (Sony Computer Entertainment America), Mark Sagar (Auckland Bioengineering Institute,

The University of Auckland)

Page 22: GDC 2015 でのハイエンドグラフィックス

キーワード

• プロシージャル • オープンワールド • タイルベースレンダリング

Page 23: GDC 2015 でのハイエンドグラフィックス

まとめ • VR・ゲームエンジン・イ

ンディ • サンセットオーバードラ

イブ・Far Cry4・Destiny・ACU

• DX12 • 果報は寝て待て