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At GDC 2015, Naughty Dog programmer Christian Gyrling explains how the studio redesigned its engine so The Last Of Us Remastered would run at 60 frames per second on PlayStation 4.
April 29, 2015
More than a year passed between the PlayStation 3 release of Naughty Dog's visual showcase The Last Of Us and its revamped PlayStation 4 version The Last Of Us Remastered.
Much of that time was spent getting the studio's engine tech up and running on Sony's new console, and at GDC 2015 Naughty Dog programmer Christian Gyrling gave a detailed walkthrough of the many modifications the team discovered and implemented along the way.
It's a good, deeply technical talk that covers the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and the studio's strategies for dealing with locks.
Now you can watch the recording of his talk, "Parallelizing the Naughty Dog Engine Using Fibers" right here for free on the GDC Vault.
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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