Philip Hammer of DECK13 Interactive GmbH presented techniques used in rendering The Surge. Key points included: using physically based rendering with GGX BRDF; clustered deferred rendering with lighting computed on GPU; deferred decals for details; and optimizing shaders for AMD GCN occupancy. Future work focuses on new deferred approaches like bindless decals, improved materials, and migrating to Vulkan and DX12.
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