This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4. We present the details of several new techniques that were developed in the quest for next generation image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.
Dan Sumaili & Sander van der Steen, Game Developers Conference 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, guerrilla, tools, pipeline, Game Developers Conference, gdcDan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality.
Paul van Grinsven, GDC 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, Player Traversal Mechanics, Mechanics, gdc, Game Developers ConferencePaul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments.