Destiny's multithreaded rendering architecture explained at GDC 2015
Bungie graphics engineering architect Natalya Tatarchuk will walk you through the lessons learned in developing Destiny's multtithreaded rendering architecture at GDC 2015.
January 5, 2015
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Building a cutting-edge multi-platform graphics engine is tricky business.
Contemporary developers know that modern consoles sport varied, multi-core computational architectures that differ vastly in performance and memory characteristics.
To optimally take advantage of all available resources, a game engine must be designed from the ground up for job-based multithreading. At GDC 2015, Bungie's own Natalya Tatarchuk will delve into the renderer developed for Destiny in a talk titled (simply enough) "Destiny's Multithreaded Rendering Architecture."
Check it out to catch Tatarchuk describing the architecture of a multithreaded renderer that delivers low-latency, efficient execution across multiple platforms, focusing on both the successes and challenges encountered by the Destiny team.
While this talk won't cover the specific GPU rendering techniques used in Destiny, it will cover the implications for features designed in such a multithreaded architecture.
You'll find it on the Programming track of talks, alongside sessions on the code optimization tricks used to produce Far Cry 4 and other insightful engineering talks.
If this isn't in your wheelhouse, don't worry -- conference organizers look forward to announcing more GDC 2015 sessions in the months ahead. In the meantime, don't miss your chance to save money by registering early -- the deadline to register for passes at a discounted rate is January 21, 2015. GDC 2015 itself will take place March 2-6 at the Moscone Center in San Francisco.
For more information on GDC 2015, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
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