This video analyzes the graphics pipeline of Days Gone, a PlayStation game, to understand how Sony achieved realistic graphics with high performance. The creator aims to highlight the game's optimization techniques and demonstrate their relevance to the current game development industry.
Days Gone's Performance: The game utilizes a maximum of 67% GPU usage at 1080p, achieving a 60 FPS target on a mid-range (3060) GPU. This is attributed to several optimization strategies.
Optimized Graphics Pipeline: Days Gone employs a customized Unreal Engine 4 pipeline with a prepass for depth rendering, followed by a second geometry pass. This minimizes GPU overhead by prioritizing efficient rendering of elements. The absence of an albedo render target suggests clever compression techniques.
Foliage Optimization: Days Gone handles foliage with a level-of-detail (LOD) system, using more vertices for close foliage and fewer for distant foliage to manage vertex processing efficiently. This approach is contrasted with modern techniques like Nanite, highlighting the trade-offs involved.
Shadow and Lighting Techniques: The game uses a combination of screen-space shadows and a custom dynamic lighting system to create realistic lighting effects with minimal performance cost. This includes a cheap cubemap update and optimized dynamic light interactive GI.
Temporal Anti-Aliasing (TAA) and Dithering: The video discusses the game's use of TAA and order dithering, highlighting how they contribute to image quality and their performance implications. It suggests potential for improvement in future titles by mitigating TAA dependency.
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