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EVOLUTION	
  OF	
  THE	
  CRYENGINE	
  FOR	
  NEXT	
  GEN	
  
SEAN	
  TRACY	
  –US	
  ENGINE	
  BUSINESS	
  DEVELOPMENT	
  MANAGER,	
  
Sean	
  Tracy–	
  US	
  Engine	
  Business	
  Development	
  Manager	
  
CRYTEK	
  
EVOLUTION	
  OF	
  THE	
  CRYENGINE	
  FOR	
  NEXT	
  GEN	
  
INTRO	
  
AGENDA	
  

WHAT	
  WE	
  WILL	
  TALK	
  ABOUT	
  TODAY	
  

!  Brief	
  intro	
  to	
  Crytek	
  and	
  my	
  posiPon	
  
!  Crysis	
  3:	
  CryENGINE	
  3	
  rendering	
  technologies	
  
‒  Hybrid	
  Deferred	
  Rendering	
  
‒  Massive	
  Grass	
  	
  
‒  Pixel	
  Accurate	
  Displacement	
  Mapping	
  

!  CryENGINE	
  3	
  to	
  CRYENGINE	
  
‒  No	
  More	
  Numbers	
  

!  Ryse	
  :	
  Preparing	
  the	
  CRYENGINE	
  for	
  Next	
  Gen	
  
‒  Characters	
  and	
  Faces	
  
‒  DestrucPon	
  
‒  Physically	
  Based	
  Shading	
  

!  Conclusion	
  and	
  Looking	
  Forward	
  

3	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Intro	
  To	
  Crytek	
  
!  Who	
  is	
  Crytek?	
  
CRYTEK	
  

WHO	
  IS	
  CRYTEK	
  

!  Founded	
  in	
  1999	
  
!  MulPple	
  Products	
  
‒  Technology	
  -­‐	
  CryENGINE	
  
‒  Games	
  -­‐	
  Crysis,	
  Ryse,	
  Homefront	
  2	
  and	
  more	
  
‒  Publishing	
  and	
  Online	
  -­‐	
  GFACE	
  

!  850	
  employees	
  across	
  9	
  studios	
  
‒  Frankfurt	
  (Germany)	
  
‒  No`ngham	
  (UK)	
  
‒  Kiev	
  (Ukraine)	
  
‒  AusPn	
  (USA)	
  	
  
‒  Budapest	
  (Hungary)	
  
‒  Seoul	
  (South	
  Korea)	
  
‒  Sofia	
  (Bulgaria)	
  
‒  Shanghai	
  (China)	
  
‒  Istanbul	
  (Turkey)	
  
5	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
US	
  ENGINE	
  BUSINESS	
  DEVELOPMENT	
  MANAGER
CRYENGINE	
  EVANGELIST	
  |	
  SCRIPT	
  KIDDIE	
  

!  Recruited	
  to	
  Crytek	
  in	
  2008	
  from	
  the	
  modding	
  community	
  
!  Works	
  Directly	
  with	
  Licensees	
  through	
  Training	
  and	
  	
  
Co-­‐development	
  
!  Not	
  a	
  programmer!	
  
‒  SPll	
  quite	
  technical	
  

!  Shipped	
  Games	
  
‒  Crysis	
  Warhead	
  PC	
  
‒  Crysis	
  Conversion	
  Xbox	
  360	
  ,	
  PS3	
  
‒  Crysis	
  2	
  PC,	
  Xbox	
  360,	
  PS3	
  
‒  Nexuiz	
  PC,	
  Xbox	
  360	
  
‒  Nike+	
  Kinect	
  Training	
  	
  Xbox	
  360	
  
‒  Crysis	
  3	
  PC,	
  Xbox	
  360,	
  PS3	
  
‒  MechWarrior	
  	
  Online	
  PC	
  
‒  Sniper	
  Ghost	
  Warrior	
  2	
  PC,	
  Xbox	
  360,	
  PS3	
  
‒  State	
  of	
  Decay	
  (Support)	
  Xbox	
  360	
  
	
  
6	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

	
  	
  
Crysis	
  and	
  the	
  CRYENGINE	
  

!  Overview	
  and	
  objecPves	
  
CRYSIS	
  FRANCHISE	
  

SHIPPED	
  ON	
  PC,	
  XBOX	
  360,	
  PLAYSTATION	
  3	
  

!  Overview	
  
‒  First	
  Person	
  Shooter	
  
‒  Super	
  Soldier	
  equipped	
  with	
  Nanosuit	
  
‒  Sandbox	
  Gameplay	
  

!  Crysis	
  Trilogy	
  
‒  Crysis	
  1	
  (2007):	
  awakening	
  of	
  ancient	
  alien	
  civilizaPon	
  on	
  an	
  island	
  
‒  Crysis	
  2	
  (2011):	
  fighPng	
  against	
  alien	
  invasion	
  in	
  New	
  York	
  
‒  Crysis	
  3	
  (2013):	
  awakening	
  and	
  destrucPon	
  of	
  the	
  alien	
  boss	
  in	
  New	
  York	
  

8	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
OBJECTIVES	
  FOR	
  CRYSIS	
  3	
  AND	
  THE	
  CRYENGINE	
  3	
  
DRIVING	
  CRYENGINE	
  TECHNOLOGY	
  
	
  

!  Gameplay	
  
‒  Merge	
  the	
  best	
  of	
  Crysis	
  1	
  and	
  2	
  
‒  More	
  open	
  levels	
  
‒  More	
  game-­‐play	
  freedom	
  
‒  More	
  weapons	
  (bow	
  and	
  alien	
  weapons)	
  

!  Visuals	
  
‒  Push	
  the	
  visual	
  quality	
  with	
  CryENGINE	
  3	
  
‒  Set	
  the	
  stage	
  for	
  next	
  generaPon	
  games	
  
‒  Take	
  full	
  advtange	
  of	
  next	
  generaPon	
  	
  
Hardware,	
  for	
  example	
  GCN	
  Architecture	
  
‒  Strong	
  natural	
  se`ngs	
  
‒  Extremely	
  dense	
  vegetaPon	
  

9	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CRYENGINE	
  3	
  RENDERING	
  TECHNOLOGY	
  
HIGHLIGHTS	
  OF	
  THE	
  CRYENGINE	
  3	
  RENDERER	
  

!  Slides	
  from	
  “The	
  Rendering	
  Technologies	
  of	
  
Crysis	
  3”	
  Sousa,	
  T.	
  ,	
  Raine,	
  C.	
  ,	
  Wenzel,	
  C.	
  -­‐	
  GDC	
  
2013	
  
!  Hybrid	
  Deferred	
  Rendering	
  
‒  Thin	
  G-­‐Buffer	
  2.0	
  
‒  Localized	
  image-­‐based	
  lighPng	
  	
  
‒  Screen	
  Space	
  ReflecPons	
  
‒  Dynamic	
  lighPng	
  and	
  shadows	
  
‒  Contact	
  shadows	
  (SSDO)	
  for	
  every	
  light	
  source	
  

!  Massive	
  Grass	
  
‒  Merged	
  Meshing	
  

!  Pixel	
  Accurate	
  Displacement	
  Mapping	
  
‒  Also	
  known	
  as	
  SilPom	
  

10	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CRYSIS	
  FRANCHISE	
  

SHIPPED	
  ON	
  PC,	
  XBOX	
  360,	
  PLAYSTATION	
  3	
  

!  Crysis	
  3	
  Tech	
  Video	
  

11	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CRYENGINE	
  3	
  
RENDERING	
  
TECHNOLOGIES	
  
HYBRID	
  DEFERRED	
  RENDERING	
  AND	
  THIN	
  	
  G-­‐
BUFFER	
  2.0	
  
HYBRID	
  DEFERRED	
  RENDERING	
  
G-­‐BUFFER	
  LAYOUT	
  FOR	
  CRYSIS	
  3	
  

!  Thin	
  G-­‐Buffer	
  2.0	
  
‒  Minimize	
  redundant	
  drawcalls	
  
‒  AB	
  details	
  on	
  G-­‐Buffer	
  with	
  proper	
  glossiness	
  
‒  Tons	
  of	
  vegetaPon	
  =>	
  Deferred	
  translucency	
  
‒  MulPplarorm	
  friendly	
  

!  Crysis	
  3	
  Final	
  G-­‐Buffer	
  Layout	
  

!  Next	
  a	
  visual	
  breakdown	
  of	
  each	
  Channel	
  

13	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  	
  

!  Final	
  Composite	
  

14	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  	
  
	
  

!  Depth	
  &	
  Stencil	
  

15	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  
	
  

!  RG:	
  Normals	
  
	
  

16	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  	
  

!  B:	
  Glossiness	
  

17	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  

!  A:	
  Translucency	
  
	
  

HYBRID	
  DEFERRED	
  RENDERING	
  

18	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  
	
  

!  R	
  :	
  Albedo	
  Y	
  
	
  

19	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  
	
  
	
  

!  G:	
  Albedo	
  CbCr	
  (interleaved)	
  
	
  

20	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  

VISUAL	
  BREAKDOWN	
  OF	
  THIN	
  G-­‐BUFFER	
  2.0	
  
	
  
	
  

!  B:	
  Specular	
  Intensity	
  
	
  

21	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
WHAT	
  DOES	
  IT	
  MEAN	
  TO	
  BE	
  A	
  HYBRID	
  

Final	
  Composite	
  

Deferred	
  (Red)	
  +	
  Forward	
  Green	
  

!  Deferred	
  rendering	
  for	
  everything	
  that	
  is	
  
“deferred	
  compaPble”	
  	
  

!  Rest	
  process	
  using	
  forward	
  rendering	
  

22	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CryENGINE	
  3	
  Rendering	
  
Technology	
  
!  Direct	
  and	
  Indirect	
  lighPng	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
INDIRECT	
  LIGHTING	
  
	
  

!  Localized	
  IBL	
  probes	
  +	
  Screen	
  Space	
  ReflecPon	
  ApproximaPon	
  

24	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
INDIRECT	
  LIGHTING	
  	
  
	
  

!  ArPsts	
  place	
  probes/sampling	
  locaPons	
  across	
  levels	
  
‒  GeneraPon	
  of	
  HDR	
  cube	
  maps	
  at	
  desired	
  locaPons,	
  32	
  bits	
  encoded	
  using	
  RGBM	
  
‒  Localized	
  reflecPon	
  mapping	
  (Bjorke07,Behc10,Lagarde12)	
  

!  ReflecPon	
  vector	
  adjusted	
  based	
  on	
  camera	
  locaPon	
  inside	
  probe	
  bounding	
  volume	
  

25	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
INDIRECT	
  LIGHTING	
  	
  
	
  

!  Screen	
  Space	
  ReflecPon	
  via	
  ray-­‐marching	
  along	
  reflecPon	
  vector	
  [Sousa	
  et.al	
  11]	
  
‒  Sample	
  depth	
  and	
  check	
  ray	
  depth,	
  if	
  within	
  threshold	
  to	
  scene	
  depth	
  accept	
  sample	
  
‒  Using	
  previous	
  frame	
  +	
  re-­‐projecPon	
  (encoded	
  using	
  RGBM	
  32	
  bits)	
  
‒  Center	
  depth	
  is	
  full	
  resoluPon,	
  all	
  other	
  taps	
  on	
  FP16	
  half	
  resoluPon	
  depth	
  
‒  Skip	
  non-­‐glossy	
  surfaces	
  

26	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
SCREEN	
  SPACE	
  DIRECTIONAL	
  OCCLUSION	
  
	
  

SSDO	
  Off	
  

SSDO	
  ON	
  

!  Contact	
  Shadows/SSDO(Sousa	
  et.al	
  11)	
  

!  Center	
  depth	
  is	
  full	
  resoluPon,	
  all	
  other	
  taps	
  
FP16	
  half	
  resoluPon	
  depth	
  

‒  Applied	
  to	
  all	
  light	
  sources	
  and	
  ambient,	
  via	
  screen	
  
space	
  bent	
  normals(average	
  un-­‐occluded	
  
direcPon)	
  

27	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
DIRECT	
  LIGHTING	
  

!  Lights	
  rendered	
  via	
  geometry	
  volume	
  
‒  Sphere	
  for	
  point	
  lights,	
  cone	
  for	
  projectors	
  
‒  Stencil	
  pre-­‐pass,	
  depending	
  on	
  heurisPc	
  
‒  MulPplarorm	
  friendly	
  

!  Accumulate	
  light	
  sources	
  into	
  Light-­‐Buffers	
  using	
  MRT	
  [Sousa11]	
  
‒  Diffuse	
  and	
  specular	
  contribuPon	
  into	
  separate	
  targets	
  
‒  Stored	
  in	
  32	
  bits	
  format	
  

!  Re-­‐using	
  L-­‐Buffers	
  for	
  further	
  passes	
  and	
  techniques	
  
‒  Skin	
  rendering	
  via	
  Screen	
  Space	
  Sub-­‐Surface	
  Scayering	
  
‒  Forward	
  passes	
  using	
  complex	
  shading/composiPon	
  

28	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
DIRECT	
  LIGHTING	
  

Point	
  Light	
  

Projector	
  Light	
  

!  Spherical	
  Light	
  Volume	
  

!  Conical	
  Light	
  Volume	
  

!  Shadow	
  Mapping	
  

!  ProjecPon	
  Texture	
  
!  Shadow	
  Mapping	
  

29	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
HYBRID	
  DEFERRED	
  RENDERER	
  
DIRECT	
  LIGHTING	
  

Area	
  Light	
  
!  Surface	
  Light	
  with	
  Rectangle	
  Shape	
  
!  ProjecPon	
  and	
  ReflecPon	
  Texture	
  opPonal	
  
!  Narrow	
  Light	
  Source	
  with	
  sharper	
  Penumbra	
  

30	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

!  Shadow	
  Mapping	
  with	
  penumbra	
  
approximaPon	
  
!  Wide	
  Light	
  Source	
  with	
  sozer	
  Penumbra	
  
CryENGINE	
  3	
  Rendering	
  
Technology	
  

!  Massive	
  Grass	
  
MASSIVE	
  GRASS	
  
INITIAL	
  GOALS	
  

!  Everything	
  needs	
  to	
  be	
  moving	
  on	
  the	
  screen	
  
! 

Grass,	
  VegetaPon,	
  Cloth	
  

32	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
SIMULATION	
  

!  Grass	
  blade	
  instance:	
  
‒  A	
  chain	
  of	
  points	
  held	
  together	
  by	
  constraints	
  
‒  Distance	
  +	
  bending	
  constrains	
  applied	
  to	
  maintain	
  rest	
  pose	
  angle	
  per-­‐instance	
  
‒  Physics	
  collision	
  geometry	
  converted	
  into	
  small	
  sphere	
  set	
  
‒  Collisions	
  handled	
  as	
  plane	
  constrains	
  
‒  No	
  collision	
  handling	
  for	
  stable	
  instances,	
  instead	
  over	
  damp	
  it	
  
‒  Applied	
  to	
  vegetaPon	
  meshes	
  via	
  sozware-­‐skinning	
  

!  Exposed	
  parameters	
  per	
  group:	
  
‒  SPffness	
  
‒  Damping	
  
‒  Wind	
  force	
  factor	
  
‒  Random	
  variance	
  

33	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
SIMULATION	
  

!  Tens	
  of	
  Thousands	
  of	
  instances	
  

34	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
SIMULATION	
  

!  InteracPon	
  

35	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
SIMULATION	
  

!  InteracPon	
  

36	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
SIMULATION	
  

!  Colliders	
  

37	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS
MESH	
  MERGING	
  

	
  	
  

!  One	
  patch	
  results	
  in	
  N-­‐Meshes	
  
‒  N	
  is	
  number	
  of	
  materials	
  used	
  
‒  Instances	
  grouped	
  into	
  16x16x16	
  meter	
  patches	
  (yes,	
  volumetric)	
  

!  Typical	
  Numbers:	
  
‒  50k	
  –	
  70k	
  visible	
  instances	
  on	
  consoles.	
  PC	
  >	
  100k	
  
‒  Instances	
  have	
  18	
  to	
  3.6k	
  verPces	
  depending	
  on	
  mesh	
  complexity	
  

!  Closest	
  instances	
  simulated	
  every	
  frame	
  
‒  Based	
  on	
  distance:	
  simulaPon	
  and	
  Pme	
  sliced	
  skinning	
  
‒  Instances	
  removed	
  further	
  away	
  

38	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
MASSIVE	
  GRASS	
  
MESH	
  MERGING	
  

!  16x16x16	
  patches	
  
‒  Close	
  Instance	
  Patches	
  in	
  Red	
  

39	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CryENGINE	
  3	
  Rendering	
  
Technology	
  

!  Pixel	
  Accurate	
  Displacement	
  Mapping	
  
PIXEL	
  ACCURATE	
  DISPLACEMENT	
  MAPPING	
  
SILHOUETTE	
  PARALLAX	
  OCCLUSION	
  MAPPING	
  |	
  SILPOM	
  

!  ALTERNATIVE	
  TO	
  TESSELLATION	
  BASED	
  DISPLACEMENT	
  MAPPING	
  

41	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PIXEL	
  ACCURATE	
  DISPLACEMENT	
  MAPPING	
  
SILHOUETTE	
  PARALLAX	
  OCCLUSION	
  MAPPING	
  |	
  SILPOM	
  

!  Looked	
  into	
  various	
  approaches,	
  most	
  weren’t	
  pracPcal	
  for	
  producPon	
  
!  Current	
  implementaPon	
  is	
  based	
  on	
  principle	
  of	
  barycentric	
  correspondence	
  (JESCHKE07)	
  	
  

42	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PIXEL	
  ACCURATE	
  DISPLACEMENT	
  MAPPING	
  
TECHNIQUE	
  

!  Transform	
  verPces	
  and	
  extrude	
  -­‐	
  VS	
  
!  Generate	
  prisms	
  and	
  setup	
  clip	
  planes	
  –	
  GS	
  
!  Ray	
  marching	
  –	
  PS	
  
‒  Compute	
  intersecPon	
  of	
  view	
  ray	
  with	
  prism	
  and	
  translate	
  to	
  texture	
  space	
  via	
  (Jeschke07)	
  barycentric	
  
correspondence	
  
‒  Use	
  resulPng	
  texture	
  uv	
  and	
  height	
  for	
  entry	
  and	
  exit	
  to	
  trace	
  height	
  field	
  
‒  Compute	
  final	
  uv	
  and	
  selecPvely	
  discard	
  pixels	
  (viewer	
  below	
  height	
  map;	
  view	
  ray	
  leaving	
  prism	
  before	
  hi`ng	
  
terrain)	
  
‒  Lots	
  of	
  pressure	
  on	
  PS,	
  yet	
  GS	
  is	
  the	
  boyleneck	
  (prism	
  gen)	
  

43	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CRYENGINE	
  3	
  TO	
  CRYENGINE	
  
NO	
  MORE	
  NUMBERS	
  
CRYENGINE	
  

EVOLVED	
  IN	
  AUGUST	
  2013	
  

CryENGINE	
  3	
  

CRYENGINE	
  

!  THIRD	
  MAJOR	
  ITERATION	
  

!  FOURTH	
  MAJOR	
  ITERATION	
  

	
  
2013	
  
August

2009	
  

45	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

Present	
  
CRYENGINE	
  

THE	
  NEW	
  CRYENGINE	
  

!  No	
  more	
  numbers	
  the	
  line	
  is	
  blurring	
  between	
  
generaPons	
  and	
  even	
  plarorms	
  with	
  constant	
  
updates	
  required	
  to	
  underlying	
  technology.	
  
!  The	
  Complete	
  Next-­‐Gen	
  game	
  development	
  soluPon	
  
with	
  UlPmate	
  MulP-­‐plarorm	
  Toolset	
  
!  PlaystaPon®	
  4,	
  PlaystaPon®	
  3,	
  Xbox	
  One™,	
  Xbox	
  
360™,	
  Wii	
  U™	
  and	
  PC	
  all-­‐in-­‐one	
  game	
  development	
  
soluPon	
  with	
  scalable	
  computaPon	
  and	
  graphics	
  
technologies.	
  OpPmized	
  for	
  Dx11	
  and	
  Consoles	
  with	
  
big	
  announcements	
  to	
  come	
  of	
  further	
  plarorm	
  
support.	
  	
  
!  Next	
  GeneraPon	
  engine	
  with	
  physically	
  based	
  
shading,	
  film	
  quality	
  effects,	
  complex	
  physics	
  
simulaPons	
  and	
  procedural	
  GPGPU	
  effects.	
  	
  
46	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE:	
  PREPARING	
  THE	
  CRYENGINE	
  FOR	
  	
  
NEXT	
  GEN	
  
OVERVIEW	
  AND	
  OBJECTIVES	
  
RYSE	
  

OVERVIEW	
  

!  Overview	
  
‒  Xbox	
  One	
  Launch	
  Title	
  
‒  Rome	
  based	
  3rd	
  person	
  acPon	
  	
  
adventure	
  
‒  New	
  hardware	
  
‒  New	
  pipelines	
  
‒  Looming	
  immovable	
  deadline	
  

!  Some	
  Challenges	
  
‒  Universal	
  rigs	
  
‒  Lots	
  of	
  hero	
  chars	
  
‒  Take	
  full	
  advantage	
  of	
  the	
  Xbox	
  One	
  
Hardware	
  powered	
  by	
  AMD’s	
  	
  
next	
  generaPon	
  APU	
  

48	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE	
  OBJECTIVES	
  FOR	
  THE	
  CRYENGINE	
  
PREPARING	
  THE	
  CRYENGINE	
  FOR	
  NEXT	
  GEN	
  

!  Characters	
  
‒  Obscene	
  Bone	
  counts	
  
‒  CorrecPve	
  Blend	
  Shapes	
  
‒  8	
  weight	
  skinning	
  

!  DestrucPon	
  and	
  Next	
  Gen	
  
‒  Complex	
  DeformaPon	
  and	
  DestrucPon	
  
‒  Geom	
  Caching	
  

!  Physically	
  Based	
  Shading	
  
!  Some	
  Slides	
  from	
  “Ryse:	
  Son	
  of	
  
Rome	
  -­‐	
  Defining	
  the	
  'Next'	
  Next-­‐
Gen”	
  Evans,	
  C.	
  -­‐	
  	
  Siggraph	
  2013	
  
	
  

49	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE	
  

TECH	
  VIDEO	
  

!  Video	
  of	
  some	
  of	
  the	
  technology	
  behind	
  Ryse	
  and	
  the	
  Next	
  GeneraPon	
  CRYENGINE	
  
!  Crysis	
  3	
  Top	
  Secret	
  Tessellated	
  Toad	
  Tech:
hyp://www.youtube.com/watch?v=vF1zjDSqPoo&feature=share&list=UUtaXcIVFp8HEpthm7qwtKCQ	
  
!  CRYENGINE/Ryse	
  Tech	
  Demo:	
  hyp://www.youtube.com/watch?v=0VGuB4obnAE	
  

50	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE:	
  Preparing	
  the	
  
CRYENGINE	
  for	
  Next	
  Gen	
  
!  Characters	
  
RYSE	
  CHARACTERS	
  

MARIUS	
  ON	
  THE	
  XBOX	
  ONE	
  

!  ~	
  85,000	
  Triangles	
  
!  770	
  Joints	
  
‒  ~500	
  Deforming	
  of	
  which	
  260	
  are	
  facial	
  
‒  230	
  CorrecPve	
  Facial	
  Blendshapes	
  
‒  Culled	
  by	
  priority,	
  per	
  animaPon	
  and	
  distance	
  

!  Physics	
  
‒  Cloth,	
  Leather,	
  Armor	
  
‒  RunPme	
  wrap-­‐deformer	
  

52	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
CHARACTERS	
  
FACES	
  

!  260	
  facial	
  bones	
  
!  230	
  CorrecPve	
  Facial	
  Blendshapes	
  
!  8	
  influences	
  per	
  vert	
  
!  Normals	
  update	
  
	
  

53	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE:	
  Preparing	
  the	
  
CRYENGINE	
  for	
  Next	
  Gen	
  

!  DestrucPon	
  with	
  Geom	
  Cache	
  
DESTRUCTION	
  
GEOMCACHE	
  

!  Complex	
  DeformaPon	
  and	
  DestrucPon	
  
•  Most	
  game	
  engines	
  take	
  only	
  staPc	
  or	
  skinned	
  meshes	
  	
  
•  Leveraged	
  the	
  new	
  hardware	
  to	
  create	
  efficient	
  cache-­‐based	
  pipeline	
  	
  

55	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
DESTRUCTION	
  

CRYTEK	
  GEOMCACHE	
  PIPELINE	
  	
  
	
  

!  Technical	
  Overview	
  
‒  Imports	
  Alembic	
  	
  
‒  No	
  engine-­‐specific	
  markup	
  	
  
‒  Average	
  filesize	
  ~10%	
  of	
  the	
  original	
  ABC	
  size	
  	
  
‒  Renders	
  as	
  efficiently	
  as	
  staPc	
  geometry	
  	
  
‒  Lossy-­‐to-­‐Lossless	
  	
  
‒  Supports	
  instancing,	
  streaming,	
  buffered	
  playback	
  

!  Advantages	
  
‒  Allows	
  us	
  to	
  iterate	
  faster	
  	
  
‒  Focus	
  on	
  the	
  art,	
  not	
  ge`ng	
  the	
  art	
  into	
  the	
  engine	
  	
  
‒  Send	
  out	
  work	
  to	
  VFX	
  vendors	
  	
  
‒  Quickly	
  try	
  new	
  things	
  

	
  

56	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
RYSE:	
  PREPARING	
  THE	
  CRYENGINE	
  	
  
FOR	
  NEXT	
  GEN	
  
PHYSICALLY	
  BASED	
  SHADING	
  
PHYSICALLY	
  BASED	
  SHADING	
  

SHADING	
  USING	
  A	
  SET	
  OF	
  PHYSICAL	
  LAWS	
  FOR	
  LIGHT	
  AND	
  MATERIALS	
  

!  Shading	
  model	
  that	
  is	
  based	
  on	
  basic	
  physical	
  rules.	
  In	
  contrast	
  to	
  “ObservaPonal	
  Shading”	
  
‒  	
  Law	
  of	
  ConservaPon	
  of	
  Energy	
  	
  
‒ 	
  Fresnel	
  EquaPons	
  
!  ReplicaPng	
  how	
  real	
  life	
  behaves	
  in	
  the	
  real	
  world,	
  ulPmately	
  ensures	
  that	
  materials	
  look	
  plausible	
  
regardless	
  of	
  lighPng	
  condiPons.	
  	
  
‒  Instead	
  of	
  using	
  a	
  lot	
  of	
  fudge	
  and	
  tweak	
  factors	
  which	
  don't	
  have	
  a	
  reasonable	
  meaning	
  in	
  the	
  physical	
  world.	
  

!  A	
  benefit	
  of	
  applying	
  physically	
  based	
  models	
  is	
  that	
  fewer	
  parameters	
  are	
  required	
  to	
  achieve	
  certain	
  
effects,	
  leading	
  to	
  a	
  more	
  streamlined	
  and	
  approachable	
  content	
  creaPon	
  workflow.	
  
!  Current	
  state	
  of	
  video	
  games	
  results	
  in	
  either	
  strong	
  diffuse	
  at	
  very	
  high	
  contrast	
  to	
  break	
  uniformity,	
  or	
  
they	
  have	
  overly	
  glossy	
  surfaces	
  with	
  noisy	
  and	
  sparkling	
  highlights.	
  	
  
!  While	
  there	
  are	
  many	
  games	
  that	
  look	
  beauPful	
  as	
  a	
  whole,	
  it	
  is	
  quite	
  obvious	
  that	
  there	
  is	
  sPll	
  a	
  gap	
  
between	
  offline	
  CG	
  rendering	
  and	
  games.	
  PBS	
  strives	
  to	
  close	
  that	
  gap.	
  

58	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

RYSE	
  PREPARING	
  THE	
  CRYENGINE	
  FOR	
  NEXT	
  GEN	
  

!  Is	
  a	
  Technological	
  
Achievement	
  for	
  AMD	
  
APU’s	
  
!  Bringing	
  us	
  closer	
  to	
  CG	
  
offline	
  rendering	
  
aesthePcs.	
  	
  
!  Next	
  GeneraPon	
  APU’s	
  
allow	
  us	
  to	
  leverage	
  far	
  
more	
  memory	
  and	
  GPU	
  
compute	
  power.	
  	
  
‒  Allows	
  considerably	
  higher	
  
quality	
  texture	
  maps	
  
‒  Enables	
  complex	
  math	
  to	
  
be	
  executed	
  in	
  shaders.	
  

59	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

HOW	
  LIGHT	
  INTERACTS	
  WITH	
  MATERIALS	
  AND	
  SURFACES	
  

!  When	
  light	
  hits	
  a	
  surface	
  
‒  Some	
  light	
  gets	
  reflected	
  directly	
  off	
  the	
  surface	
  
‒  Whilst	
  some	
  gets	
  refracted	
  and	
  some	
  enters	
  or	
  goes	
  sub-­‐surface.	
  

!  Index	
  of	
  RefracPon	
  
‒  The	
  amount	
  of	
  light	
  reflected	
  vs.	
  refracted	
  
‒  Commonly	
  known	
  physical	
  number	
  
‒  Converted	
  to	
  RGB	
  and	
  stored	
  as	
  specular	
  color	
  
‒  ArPsts	
  pick	
  the	
  appropriate	
  specular	
  color	
  from	
  a	
  
table	
  with	
  common	
  values.	
  	
  

!  Sub-­‐Surface	
  light	
  energy	
  
‒  Some	
  gets	
  absorbed	
  
‒  Rest	
  scayered	
  and	
  exits	
  with	
  random	
  direcPon	
  
‒  For	
  relaPvely	
  common	
  opaque	
  materials	
  

!  More	
  complex	
  light	
  interacPon	
  model	
  for	
  skin	
  and	
  liquids	
  	
  
IMAGE	
  FROM	
  “Background:	
  Physics	
  and	
  Math	
  of	
  Shading”	
  Hoffman,	
  N.	
  –	
  Siggraph	
  2013	
  
	
  
60	
   |	
  	
  	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

NORMALIZATION	
  OF	
  SPECULAR	
  HIGHLIGHTS	
  

!  Simplifying	
  Material	
  Setup	
  
‒  Smooth	
  Surface	
  reflects	
  light	
  source	
  sharp	
  and	
  clear	
  
‒  As	
  material	
  roughness	
  increases	
  specular	
  highlight	
  becomes	
  wider	
  and	
  less	
  bright	
  

!  TradiPonal	
  Model	
  would	
  have	
  two	
  parameters	
  
‒  Size	
  
‒  Intensity	
  

!  Physical	
  Laws	
  say	
  that	
  these	
  are	
  coupled!	
  
‒  On	
  rough	
  surfaces	
  light	
  is	
  distributed	
  over	
  larger	
  area	
  
‒  Must	
  thus	
  be	
  less	
  intense	
  at	
  a	
  single	
  point	
  

!  Not	
  Trivial	
  Math	
  
‒  Results	
  in	
  a	
  factor	
  that	
  be	
  applied	
  to	
  the	
  BRDF	
  of	
  the	
  shader	
  

!  Roughness	
  is	
  the	
  main	
  factor	
  
‒  To	
  control	
  both	
  size	
  and	
  brightness	
  of	
  the	
  highlight	
  simultaneously.	
  	
  

61	
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  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  
SURFACE	
  ROUGHNESS	
  

!  Microscopic	
  irregulariPes	
  influence	
  several	
  shading	
  aspects	
  
‒  Light	
  rays	
  reflected	
  to	
  different	
  angles	
  cause	
  more	
  blurry	
  reflecPons	
  for	
  rougher	
  surfaces	
  

!  CRYENGINE	
  couples	
  surface	
  roughness	
  with	
  per-­‐pixel	
  normals	
  
‒  Roughness	
  values	
  stored	
  in	
  normal	
  map	
  alpha	
  
‒  Conceptually	
  closely	
  related	
  

!  Normals	
  define	
  surface	
  variaPon	
  at	
  marco	
  scale	
  
!  Roughness	
  define	
  surface	
  variaPon	
  on	
  mirco	
  scale	
  
!  This	
  Insight	
  can	
  	
  
‒  Reduce	
  Specular	
  aliasing	
  
‒  Improve	
  shading	
  of	
  mipmapped	
  normal	
  maps	
  

	
  
IMAGE	
  FROM	
  Real Time Rendering Third Edition , A K Peters, 2008	
  	
  
62	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  
LIGHTING	
  

!  Must	
  keep	
  integrity	
  of	
  materials	
  
‒  Dropped	
  some	
  lighPng	
  approaches	
  
‒  Constant	
  ambient	
  term	
  
‒  hemi-­‐spherical	
  ambient	
  term	
  

‒  Would	
  flayen	
  material	
  
‒  No	
  specular	
  contribuPon	
  

!  Direct	
  LighPng	
  
‒  Deferred	
  with	
  unified	
  BRDF	
  
‒  Special	
  surfaces	
  forward	
  rendered	
  

!  Indirect	
  LighPng	
  
‒  Captured	
  with	
  IBL	
  probes	
  

!  Reduce	
  Bandwidth	
  Pressure	
  reading	
  G-­‐Buffer	
  
‒  All	
  lighPng	
  computaPons,	
  including	
  applicaPon	
  of	
  the	
  indirect	
  light	
  contribuPon,	
  are	
  performed	
  on	
  screen	
  Ples	
  
within	
  a	
  single	
  compute	
  shader,	
  made	
  possible	
  by	
  next	
  gen	
  APUs.	
  

63	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

ASSET	
  CONSISTENCY	
  ACROSS	
  LIGHTING	
  CONDITIONS	
  

64	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

ASSET	
  CONSISTENCY	
  ACROSS	
  LIGHTING	
  CONDITIONS	
  

65	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  

ASSET	
  CONSISTENCY	
  ACROSS	
  LIGHTING	
  CONDITIONS	
  

66	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
PHYSICALLY	
  BASED	
  SHADING	
  
CRYENGINE	
  PBS	
  CASE	
  STUDIES	
  

!  Low	
  light	
  interior	
  

67	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
PHYSICALLY	
  BASED	
  SHADING	
  
CRYENGINE	
  PBS	
  CASE	
  STUDIES	
  

!  Exterior	
  Sunrise	
  

68	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
PHYSICALLY	
  BASED	
  SHADING	
  
CRYENGINE	
  PBS	
  CASE	
  STUDIES	
  

!  Overcast	
  

69	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

©	
  2013	
  Crytek	
  GmbH	
  
THAT’S	
  ALL	
  FOLKS	
  
CONCLUSION	
  

!  CRYENGINE	
  developed	
  with	
  next-­‐gen	
  in	
  mind	
  now	
  reaping	
  the	
  benefits	
  
!  Crytek	
  and	
  AMD	
  share	
  a	
  vision	
  for	
  groundbreaking	
  next-­‐generaPon	
  hardware	
  
!  Moving	
  into	
  Next	
  Gen	
  fun	
  Pmes	
  ahead	
  as	
  we	
  are	
  moving	
  closer	
  towards	
  physical	
  accuracy	
  (not	
  just	
  
photorealisml!)	
  
!  In	
  the	
  coming	
  months	
  further	
  news	
  to	
  be	
  revealed!	
  
‒  PBS	
  implementaPon	
  
‒  New	
  Tools	
  
‒  More	
  plarorms	
  
‒  New	
  Licensee’s	
  	
  
	
  
	
  

70	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SPECIAL	
  THANKS	
  
THE	
  REAL	
  HERO’S	
  

!  Special	
  Thanks	
  must	
  go	
  to	
  Tiago	
  Sousa,	
  Pierre	
  Ives	
  Donzallaz,	
  Chris	
  Raine,	
  Carsten	
  Wenzel,	
  Marco	
  
Corbeya,	
  Jake	
  Turner,	
  Nicolas	
  Schulz,	
  Nick	
  Kasyan,	
  Vladimir	
  Kajalin,	
  Carl	
  Jones,	
  Chris	
  Zilioyo	
  
!  THE	
  ENTIRE	
  CRYTEK	
  TEAM	
  for	
  conPnuing	
  to	
  disrespect	
  the	
  impossible.	
  
	
  

71	
   |	
  	
  	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
REFERENCES	
  

CRYTEK	
  AND	
  ADDITIONAL	
  

!  Crytek	
  
‒  “The	
  Rendering	
  Technologies	
  of	
  Crysis	
  3”	
  Sousa,	
  T.	
  ,	
  Raine,	
  C.	
  ,	
  Wenzel,	
  C.	
  -­‐	
  GDC	
  2013	
  
hyp://www.crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx	
  
‒  “Secrets	
  of	
  CryENGINE	
  3	
  Graphics	
  Technology”,	
  Sousa	
  T.,	
  Schulz	
  N.	
  ,	
  Kasyan	
  N.,	
  2011	
  
‒  “Real-­‐Pme	
  Atmospheric	
  Effects	
  in	
  Games”,	
  WENZEL06	
  –	
  Wenzel,	
  C.	
  2006	
  
‒  “The	
  Art	
  and	
  Technology	
  behind	
  Crysis	
  3”	
  	
  Donzallaz,	
  P	
  Y.	
  ,	
  Sousa,	
  T.	
  -­‐	
  FMX	
  2013	
  
hyp://www.crytek.com/download/fmx2013_c3_art_tech_donzallaz_sousa.pdf	
  
‒  “Ryse:	
  Son	
  of	
  Rome	
  -­‐	
  Defining	
  the	
  'Next'	
  Next-­‐Gen”	
  Evans,	
  C.	
  -­‐	
  	
  Siggraph	
  2013	
  
hyp://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf	
  
‒  “Ryse	
  the	
  transiPon	
  to	
  physically	
  based	
  shading”	
  Shultz,	
  N	
  -­‐	
  2013	
  
‒  hyp://www.makinggames.de/index.php/magazin/2391_ryse__the_transiPon_to_physically_based_shading	
  

!  AddiPonal	
  References	
  
‒  SIGGRAPH	
  2013	
  Course:	
  Physically	
  Based	
  Shading	
  in	
  Theory	
  and	
  PracPce	
  
hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/	
  
‒  “Background:	
  Physics	
  and	
  Math	
  of	
  Shading”	
  Hoffman,	
  N.	
  –	
  Siggraph	
  2013	
  
hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/hoffman/s2013_pbs_physics_math_slides.pdf	
  
	
  
72	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
REFERENCES 	
  	
  
FURTHER	
  READING	
  

!  WENZEL06	
  –	
  Wenzel,	
  C.	
  “Real-­‐Pme	
  
Atmospheric	
  Effects	
  in	
  Games”,	
  2006	
  

!  WIKI01	
  –	
  “Y’CbCr”,	
  
hyp://en.wikipedia.org/wiki/YCbCr	
  

!  JESCHKE07	
  -­‐	
  Jeschke,	
  S.	
  et	
  al.	
  “InteracPve	
  
Smooth	
  and	
  Curved	
  Shell	
  Mapping”,	
  2007	
  

!  WIKI02–	
  “Chroma	
  subsampling”,	
  
hyp://en.wikipedia.org/wiki/
Chroma_subsampling	
  

!  THIBIEROZ08	
  –	
  Thibieroz,	
  N.	
  “Deferred	
  Shading	
  
with	
  MulPsampling	
  AnP-­‐Aliasing	
  in	
  DirectX10”,	
  
2008	
  
!  TÓTH09	
  –	
  Tóth,	
  B.	
  et	
  al.	
  “Real-­‐Pme	
  Volumetric	
  
LighPng	
  in	
  ParPcipaPng	
  Media”,	
  2009	
  
!  McDONALD12	
  –	
  McDonald,	
  J.	
  “Don’t	
  Throw	
  it	
  
all	
  Away”,	
  2012	
  
!  WIKI00	
  –	
  “Stereographic	
  projecPon”,	
  hyp://
en.wikipedia.org/wiki/Stereographic_projecPon	
  

73	
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  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

!  Bjorke	
  K.,	
  “Image-­‐Based	
  LighPng”,	
  2007	
  
!  Behc,	
  “Box	
  Projected	
  Cubemap	
  Environment	
  
Mapping”,	
  2010	
  
!  Hable	
  J.	
  “Uncharted	
  2:	
  HDR	
  LighPng”,	
  2010	
  
!  Lagarde	
  S.,	
  “Local	
  Image	
  Based	
  LighPng	
  with	
  
Parallax	
  Corrected	
  Cubemaps”,	
  2012	
  
 
QuesPons?	
  
74	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
DISCLAIMER	
  &	
  ATTRIBUTION	
  
The	
  informaPon	
  presented	
  in	
  this	
  document	
  is	
  for	
  informaPonal	
  purposes	
  only	
  and	
  may	
  contain	
  technical	
  inaccuracies,	
  omissions	
  and	
  typographical	
  errors.	
  
	
  
The	
  informaPon	
  contained	
  herein	
  is	
  subject	
  to	
  change	
  and	
  may	
  be	
  rendered	
  inaccurate	
  for	
  many	
  reasons,	
  including	
  but	
  not	
  limited	
  to	
  product	
  and	
  roadmap	
  
changes,	
  component	
  and	
  motherboard	
  version	
  changes,	
  new	
  model	
  and/or	
  product	
  releases,	
  product	
  differences	
  between	
  differing	
  manufacturers,	
  sozware	
  
changes,	
  BIOS	
  flashes,	
  firmware	
  upgrades,	
  or	
  the	
  like.	
  AMD	
  assumes	
  no	
  obligaPon	
  to	
  update	
  or	
  otherwise	
  correct	
  or	
  revise	
  this	
  informaPon.	
  However,	
  AMD	
  
reserves	
  the	
  right	
  to	
  revise	
  this	
  informaPon	
  and	
  to	
  make	
  changes	
  from	
  Pme	
  to	
  Pme	
  to	
  the	
  content	
  hereof	
  without	
  obligaPon	
  of	
  AMD	
  to	
  noPfy	
  any	
  person	
  of	
  
such	
  revisions	
  or	
  changes.	
  
	
  
AMD	
  MAKES	
  NO	
  REPRESENTATIONS	
  OR	
  WARRANTIES	
  WITH	
  RESPECT	
  TO	
  THE	
  CONTENTS	
  HEREOF	
  AND	
  ASSUMES	
  NO	
  RESPONSIBILITY	
  FOR	
  ANY	
  
INACCURACIES,	
  ERRORS	
  OR	
  OMISSIONS	
  THAT	
  MAY	
  APPEAR	
  IN	
  THIS	
  INFORMATION.	
  
	
  
AMD	
  SPECIFICALLY	
  DISCLAIMS	
  ANY	
  IMPLIED	
  WARRANTIES	
  OF	
  MERCHANTABILITY	
  OR	
  FITNESS	
  FOR	
  ANY	
  PARTICULAR	
  PURPOSE.	
  IN	
  NO	
  EVENT	
  WILL	
  AMD	
  BE	
  
LIABLE	
  TO	
  ANY	
  PERSON	
  FOR	
  ANY	
  DIRECT,	
  INDIRECT,	
  SPECIAL	
  OR	
  OTHER	
  CONSEQUENTIAL	
  DAMAGES	
  ARISING	
  FROM	
  THE	
  USE	
  OF	
  ANY	
  INFORMATION	
  
CONTAINED	
  HEREIN,	
  EVEN	
  IF	
  AMD	
  IS	
  EXPRESSLY	
  ADVISED	
  OF	
  THE	
  POSSIBILITY	
  OF	
  SUCH	
  DAMAGES.	
  
	
  
ATTRIBUTION	
  
©	
  2013	
  Advanced	
  Micro	
  Devices,	
  Inc.	
  All	
  rights	
  reserved.	
  AMD,	
  the	
  AMD	
  Arrow	
  logo	
  and	
  combinaPons	
  thereof	
  are	
  trademarks	
  of	
  Advanced	
  Micro	
  Devices,	
  
Inc.	
  in	
  the	
  United	
  States	
  and/or	
  other	
  jurisdicPons.	
  	
  SPEC	
  	
  is	
  a	
  registered	
  trademark	
  of	
  the	
  Standard	
  Performance	
  EvaluaPon	
  CorporaPon	
  (SPEC).	
  Other	
  
names	
  are	
  for	
  informaPonal	
  purposes	
  only	
  and	
  may	
  be	
  trademarks	
  of	
  their	
  respecPve	
  owners.	
  

75	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
76	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  20,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

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GS-4133, CRYENGINE and AMD bringing the next generation now, by Sean Tracey

  • 1. EVOLUTION  OF  THE  CRYENGINE  FOR  NEXT  GEN   SEAN  TRACY  –US  ENGINE  BUSINESS  DEVELOPMENT  MANAGER,   Sean  Tracy–  US  Engine  Business  Development  Manager   CRYTEK  
  • 2. EVOLUTION  OF  THE  CRYENGINE  FOR  NEXT  GEN   INTRO  
  • 3. AGENDA   WHAT  WE  WILL  TALK  ABOUT  TODAY   !  Brief  intro  to  Crytek  and  my  posiPon   !  Crysis  3:  CryENGINE  3  rendering  technologies   ‒  Hybrid  Deferred  Rendering   ‒  Massive  Grass     ‒  Pixel  Accurate  Displacement  Mapping   !  CryENGINE  3  to  CRYENGINE   ‒  No  More  Numbers   !  Ryse  :  Preparing  the  CRYENGINE  for  Next  Gen   ‒  Characters  and  Faces   ‒  DestrucPon   ‒  Physically  Based  Shading   !  Conclusion  and  Looking  Forward   3   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 4. Intro  To  Crytek   !  Who  is  Crytek?  
  • 5. CRYTEK   WHO  IS  CRYTEK   !  Founded  in  1999   !  MulPple  Products   ‒  Technology  -­‐  CryENGINE   ‒  Games  -­‐  Crysis,  Ryse,  Homefront  2  and  more   ‒  Publishing  and  Online  -­‐  GFACE   !  850  employees  across  9  studios   ‒  Frankfurt  (Germany)   ‒  No`ngham  (UK)   ‒  Kiev  (Ukraine)   ‒  AusPn  (USA)     ‒  Budapest  (Hungary)   ‒  Seoul  (South  Korea)   ‒  Sofia  (Bulgaria)   ‒  Shanghai  (China)   ‒  Istanbul  (Turkey)   5   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 6. US  ENGINE  BUSINESS  DEVELOPMENT  MANAGER CRYENGINE  EVANGELIST  |  SCRIPT  KIDDIE   !  Recruited  to  Crytek  in  2008  from  the  modding  community   !  Works  Directly  with  Licensees  through  Training  and     Co-­‐development   !  Not  a  programmer!   ‒  SPll  quite  technical   !  Shipped  Games   ‒  Crysis  Warhead  PC   ‒  Crysis  Conversion  Xbox  360  ,  PS3   ‒  Crysis  2  PC,  Xbox  360,  PS3   ‒  Nexuiz  PC,  Xbox  360   ‒  Nike+  Kinect  Training    Xbox  360   ‒  Crysis  3  PC,  Xbox  360,  PS3   ‒  MechWarrior    Online  PC   ‒  Sniper  Ghost  Warrior  2  PC,  Xbox  360,  PS3   ‒  State  of  Decay  (Support)  Xbox  360     6   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL      
  • 7. Crysis  and  the  CRYENGINE   !  Overview  and  objecPves  
  • 8. CRYSIS  FRANCHISE   SHIPPED  ON  PC,  XBOX  360,  PLAYSTATION  3   !  Overview   ‒  First  Person  Shooter   ‒  Super  Soldier  equipped  with  Nanosuit   ‒  Sandbox  Gameplay   !  Crysis  Trilogy   ‒  Crysis  1  (2007):  awakening  of  ancient  alien  civilizaPon  on  an  island   ‒  Crysis  2  (2011):  fighPng  against  alien  invasion  in  New  York   ‒  Crysis  3  (2013):  awakening  and  destrucPon  of  the  alien  boss  in  New  York   8   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 9. OBJECTIVES  FOR  CRYSIS  3  AND  THE  CRYENGINE  3   DRIVING  CRYENGINE  TECHNOLOGY     !  Gameplay   ‒  Merge  the  best  of  Crysis  1  and  2   ‒  More  open  levels   ‒  More  game-­‐play  freedom   ‒  More  weapons  (bow  and  alien  weapons)   !  Visuals   ‒  Push  the  visual  quality  with  CryENGINE  3   ‒  Set  the  stage  for  next  generaPon  games   ‒  Take  full  advtange  of  next  generaPon     Hardware,  for  example  GCN  Architecture   ‒  Strong  natural  se`ngs   ‒  Extremely  dense  vegetaPon   9   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 10. CRYENGINE  3  RENDERING  TECHNOLOGY   HIGHLIGHTS  OF  THE  CRYENGINE  3  RENDERER   !  Slides  from  “The  Rendering  Technologies  of   Crysis  3”  Sousa,  T.  ,  Raine,  C.  ,  Wenzel,  C.  -­‐  GDC   2013   !  Hybrid  Deferred  Rendering   ‒  Thin  G-­‐Buffer  2.0   ‒  Localized  image-­‐based  lighPng     ‒  Screen  Space  ReflecPons   ‒  Dynamic  lighPng  and  shadows   ‒  Contact  shadows  (SSDO)  for  every  light  source   !  Massive  Grass   ‒  Merged  Meshing   !  Pixel  Accurate  Displacement  Mapping   ‒  Also  known  as  SilPom   10   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 11. CRYSIS  FRANCHISE   SHIPPED  ON  PC,  XBOX  360,  PLAYSTATION  3   !  Crysis  3  Tech  Video   11   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 12. CRYENGINE  3   RENDERING   TECHNOLOGIES   HYBRID  DEFERRED  RENDERING  AND  THIN    G-­‐ BUFFER  2.0  
  • 13. HYBRID  DEFERRED  RENDERING   G-­‐BUFFER  LAYOUT  FOR  CRYSIS  3   !  Thin  G-­‐Buffer  2.0   ‒  Minimize  redundant  drawcalls   ‒  AB  details  on  G-­‐Buffer  with  proper  glossiness   ‒  Tons  of  vegetaPon  =>  Deferred  translucency   ‒  MulPplarorm  friendly   !  Crysis  3  Final  G-­‐Buffer  Layout   !  Next  a  visual  breakdown  of  each  Channel   13   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 14. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  Final  Composite   14   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 15. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  Depth  &  Stencil   15   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 16. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  RG:  Normals     16   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 17. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  B:  Glossiness   17   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 18. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0   !  A:  Translucency     HYBRID  DEFERRED  RENDERING   18   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 19. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0     !  R  :  Albedo  Y     19   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 20. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  G:  Albedo  CbCr  (interleaved)     20   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 21. HYBRID  DEFERRED  RENDERER   VISUAL  BREAKDOWN  OF  THIN  G-­‐BUFFER  2.0       !  B:  Specular  Intensity     21   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 22. HYBRID  DEFERRED  RENDERER   WHAT  DOES  IT  MEAN  TO  BE  A  HYBRID   Final  Composite   Deferred  (Red)  +  Forward  Green   !  Deferred  rendering  for  everything  that  is   “deferred  compaPble”     !  Rest  process  using  forward  rendering   22   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 23. CryENGINE  3  Rendering   Technology   !  Direct  and  Indirect  lighPng  
  • 24. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING     !  Localized  IBL  probes  +  Screen  Space  ReflecPon  ApproximaPon   24   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 25. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING       !  ArPsts  place  probes/sampling  locaPons  across  levels   ‒  GeneraPon  of  HDR  cube  maps  at  desired  locaPons,  32  bits  encoded  using  RGBM   ‒  Localized  reflecPon  mapping  (Bjorke07,Behc10,Lagarde12)   !  ReflecPon  vector  adjusted  based  on  camera  locaPon  inside  probe  bounding  volume   25   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 26. HYBRID  DEFERRED  RENDERER   INDIRECT  LIGHTING       !  Screen  Space  ReflecPon  via  ray-­‐marching  along  reflecPon  vector  [Sousa  et.al  11]   ‒  Sample  depth  and  check  ray  depth,  if  within  threshold  to  scene  depth  accept  sample   ‒  Using  previous  frame  +  re-­‐projecPon  (encoded  using  RGBM  32  bits)   ‒  Center  depth  is  full  resoluPon,  all  other  taps  on  FP16  half  resoluPon  depth   ‒  Skip  non-­‐glossy  surfaces   26   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 27. HYBRID  DEFERRED  RENDERER   SCREEN  SPACE  DIRECTIONAL  OCCLUSION     SSDO  Off   SSDO  ON   !  Contact  Shadows/SSDO(Sousa  et.al  11)   !  Center  depth  is  full  resoluPon,  all  other  taps   FP16  half  resoluPon  depth   ‒  Applied  to  all  light  sources  and  ambient,  via  screen   space  bent  normals(average  un-­‐occluded   direcPon)   27   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 28. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   !  Lights  rendered  via  geometry  volume   ‒  Sphere  for  point  lights,  cone  for  projectors   ‒  Stencil  pre-­‐pass,  depending  on  heurisPc   ‒  MulPplarorm  friendly   !  Accumulate  light  sources  into  Light-­‐Buffers  using  MRT  [Sousa11]   ‒  Diffuse  and  specular  contribuPon  into  separate  targets   ‒  Stored  in  32  bits  format   !  Re-­‐using  L-­‐Buffers  for  further  passes  and  techniques   ‒  Skin  rendering  via  Screen  Space  Sub-­‐Surface  Scayering   ‒  Forward  passes  using  complex  shading/composiPon   28   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 29. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   Point  Light   Projector  Light   !  Spherical  Light  Volume   !  Conical  Light  Volume   !  Shadow  Mapping   !  ProjecPon  Texture   !  Shadow  Mapping   29   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 30. HYBRID  DEFERRED  RENDERER   DIRECT  LIGHTING   Area  Light   !  Surface  Light  with  Rectangle  Shape   !  ProjecPon  and  ReflecPon  Texture  opPonal   !  Narrow  Light  Source  with  sharper  Penumbra   30   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   !  Shadow  Mapping  with  penumbra   approximaPon   !  Wide  Light  Source  with  sozer  Penumbra  
  • 31. CryENGINE  3  Rendering   Technology   !  Massive  Grass  
  • 32. MASSIVE  GRASS   INITIAL  GOALS   !  Everything  needs  to  be  moving  on  the  screen   !  Grass,  VegetaPon,  Cloth   32   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 33. MASSIVE  GRASS   SIMULATION   !  Grass  blade  instance:   ‒  A  chain  of  points  held  together  by  constraints   ‒  Distance  +  bending  constrains  applied  to  maintain  rest  pose  angle  per-­‐instance   ‒  Physics  collision  geometry  converted  into  small  sphere  set   ‒  Collisions  handled  as  plane  constrains   ‒  No  collision  handling  for  stable  instances,  instead  over  damp  it   ‒  Applied  to  vegetaPon  meshes  via  sozware-­‐skinning   !  Exposed  parameters  per  group:   ‒  SPffness   ‒  Damping   ‒  Wind  force  factor   ‒  Random  variance   33   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 34. MASSIVE  GRASS   SIMULATION   !  Tens  of  Thousands  of  instances   34   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 35. MASSIVE  GRASS   SIMULATION   !  InteracPon   35   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 36. MASSIVE  GRASS   SIMULATION   !  InteracPon   36   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 37. MASSIVE  GRASS   SIMULATION   !  Colliders   37   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 38. MASSIVE  GRASS MESH  MERGING       !  One  patch  results  in  N-­‐Meshes   ‒  N  is  number  of  materials  used   ‒  Instances  grouped  into  16x16x16  meter  patches  (yes,  volumetric)   !  Typical  Numbers:   ‒  50k  –  70k  visible  instances  on  consoles.  PC  >  100k   ‒  Instances  have  18  to  3.6k  verPces  depending  on  mesh  complexity   !  Closest  instances  simulated  every  frame   ‒  Based  on  distance:  simulaPon  and  Pme  sliced  skinning   ‒  Instances  removed  further  away   38   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 39. MASSIVE  GRASS   MESH  MERGING   !  16x16x16  patches   ‒  Close  Instance  Patches  in  Red   39   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 40. CryENGINE  3  Rendering   Technology   !  Pixel  Accurate  Displacement  Mapping  
  • 41. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   SILHOUETTE  PARALLAX  OCCLUSION  MAPPING  |  SILPOM   !  ALTERNATIVE  TO  TESSELLATION  BASED  DISPLACEMENT  MAPPING   41   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 42. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   SILHOUETTE  PARALLAX  OCCLUSION  MAPPING  |  SILPOM   !  Looked  into  various  approaches,  most  weren’t  pracPcal  for  producPon   !  Current  implementaPon  is  based  on  principle  of  barycentric  correspondence  (JESCHKE07)     42   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 43. PIXEL  ACCURATE  DISPLACEMENT  MAPPING   TECHNIQUE   !  Transform  verPces  and  extrude  -­‐  VS   !  Generate  prisms  and  setup  clip  planes  –  GS   !  Ray  marching  –  PS   ‒  Compute  intersecPon  of  view  ray  with  prism  and  translate  to  texture  space  via  (Jeschke07)  barycentric   correspondence   ‒  Use  resulPng  texture  uv  and  height  for  entry  and  exit  to  trace  height  field   ‒  Compute  final  uv  and  selecPvely  discard  pixels  (viewer  below  height  map;  view  ray  leaving  prism  before  hi`ng   terrain)   ‒  Lots  of  pressure  on  PS,  yet  GS  is  the  boyleneck  (prism  gen)   43   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 44. CRYENGINE  3  TO  CRYENGINE   NO  MORE  NUMBERS  
  • 45. CRYENGINE   EVOLVED  IN  AUGUST  2013   CryENGINE  3   CRYENGINE   !  THIRD  MAJOR  ITERATION   !  FOURTH  MAJOR  ITERATION     2013   August 2009   45   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   Present  
  • 46. CRYENGINE   THE  NEW  CRYENGINE   !  No  more  numbers  the  line  is  blurring  between   generaPons  and  even  plarorms  with  constant   updates  required  to  underlying  technology.   !  The  Complete  Next-­‐Gen  game  development  soluPon   with  UlPmate  MulP-­‐plarorm  Toolset   !  PlaystaPon®  4,  PlaystaPon®  3,  Xbox  One™,  Xbox   360™,  Wii  U™  and  PC  all-­‐in-­‐one  game  development   soluPon  with  scalable  computaPon  and  graphics   technologies.  OpPmized  for  Dx11  and  Consoles  with   big  announcements  to  come  of  further  plarorm   support.     !  Next  GeneraPon  engine  with  physically  based   shading,  film  quality  effects,  complex  physics   simulaPons  and  procedural  GPGPU  effects.     46   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 47. RYSE:  PREPARING  THE  CRYENGINE  FOR     NEXT  GEN   OVERVIEW  AND  OBJECTIVES  
  • 48. RYSE   OVERVIEW   !  Overview   ‒  Xbox  One  Launch  Title   ‒  Rome  based  3rd  person  acPon     adventure   ‒  New  hardware   ‒  New  pipelines   ‒  Looming  immovable  deadline   !  Some  Challenges   ‒  Universal  rigs   ‒  Lots  of  hero  chars   ‒  Take  full  advantage  of  the  Xbox  One   Hardware  powered  by  AMD’s     next  generaPon  APU   48   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 49. RYSE  OBJECTIVES  FOR  THE  CRYENGINE   PREPARING  THE  CRYENGINE  FOR  NEXT  GEN   !  Characters   ‒  Obscene  Bone  counts   ‒  CorrecPve  Blend  Shapes   ‒  8  weight  skinning   !  DestrucPon  and  Next  Gen   ‒  Complex  DeformaPon  and  DestrucPon   ‒  Geom  Caching   !  Physically  Based  Shading   !  Some  Slides  from  “Ryse:  Son  of   Rome  -­‐  Defining  the  'Next'  Next-­‐ Gen”  Evans,  C.  -­‐    Siggraph  2013     49   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 50. RYSE   TECH  VIDEO   !  Video  of  some  of  the  technology  behind  Ryse  and  the  Next  GeneraPon  CRYENGINE   !  Crysis  3  Top  Secret  Tessellated  Toad  Tech: hyp://www.youtube.com/watch?v=vF1zjDSqPoo&feature=share&list=UUtaXcIVFp8HEpthm7qwtKCQ   !  CRYENGINE/Ryse  Tech  Demo:  hyp://www.youtube.com/watch?v=0VGuB4obnAE   50   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 51. RYSE:  Preparing  the   CRYENGINE  for  Next  Gen   !  Characters  
  • 52. RYSE  CHARACTERS   MARIUS  ON  THE  XBOX  ONE   !  ~  85,000  Triangles   !  770  Joints   ‒  ~500  Deforming  of  which  260  are  facial   ‒  230  CorrecPve  Facial  Blendshapes   ‒  Culled  by  priority,  per  animaPon  and  distance   !  Physics   ‒  Cloth,  Leather,  Armor   ‒  RunPme  wrap-­‐deformer   52   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 53. CHARACTERS   FACES   !  260  facial  bones   !  230  CorrecPve  Facial  Blendshapes   !  8  influences  per  vert   !  Normals  update     53   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 54. RYSE:  Preparing  the   CRYENGINE  for  Next  Gen   !  DestrucPon  with  Geom  Cache  
  • 55. DESTRUCTION   GEOMCACHE   !  Complex  DeformaPon  and  DestrucPon   •  Most  game  engines  take  only  staPc  or  skinned  meshes     •  Leveraged  the  new  hardware  to  create  efficient  cache-­‐based  pipeline     55   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 56. DESTRUCTION   CRYTEK  GEOMCACHE  PIPELINE       !  Technical  Overview   ‒  Imports  Alembic     ‒  No  engine-­‐specific  markup     ‒  Average  filesize  ~10%  of  the  original  ABC  size     ‒  Renders  as  efficiently  as  staPc  geometry     ‒  Lossy-­‐to-­‐Lossless     ‒  Supports  instancing,  streaming,  buffered  playback   !  Advantages   ‒  Allows  us  to  iterate  faster     ‒  Focus  on  the  art,  not  ge`ng  the  art  into  the  engine     ‒  Send  out  work  to  VFX  vendors     ‒  Quickly  try  new  things     56   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 57. RYSE:  PREPARING  THE  CRYENGINE     FOR  NEXT  GEN   PHYSICALLY  BASED  SHADING  
  • 58. PHYSICALLY  BASED  SHADING   SHADING  USING  A  SET  OF  PHYSICAL  LAWS  FOR  LIGHT  AND  MATERIALS   !  Shading  model  that  is  based  on  basic  physical  rules.  In  contrast  to  “ObservaPonal  Shading”   ‒   Law  of  ConservaPon  of  Energy     ‒   Fresnel  EquaPons   !  ReplicaPng  how  real  life  behaves  in  the  real  world,  ulPmately  ensures  that  materials  look  plausible   regardless  of  lighPng  condiPons.     ‒  Instead  of  using  a  lot  of  fudge  and  tweak  factors  which  don't  have  a  reasonable  meaning  in  the  physical  world.   !  A  benefit  of  applying  physically  based  models  is  that  fewer  parameters  are  required  to  achieve  certain   effects,  leading  to  a  more  streamlined  and  approachable  content  creaPon  workflow.   !  Current  state  of  video  games  results  in  either  strong  diffuse  at  very  high  contrast  to  break  uniformity,  or   they  have  overly  glossy  surfaces  with  noisy  and  sparkling  highlights.     !  While  there  are  many  games  that  look  beauPful  as  a  whole,  it  is  quite  obvious  that  there  is  sPll  a  gap   between  offline  CG  rendering  and  games.  PBS  strives  to  close  that  gap.   58   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 59. PHYSICALLY  BASED  SHADING   RYSE  PREPARING  THE  CRYENGINE  FOR  NEXT  GEN   !  Is  a  Technological   Achievement  for  AMD   APU’s   !  Bringing  us  closer  to  CG   offline  rendering   aesthePcs.     !  Next  GeneraPon  APU’s   allow  us  to  leverage  far   more  memory  and  GPU   compute  power.     ‒  Allows  considerably  higher   quality  texture  maps   ‒  Enables  complex  math  to   be  executed  in  shaders.   59   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 60. PHYSICALLY  BASED  SHADING   HOW  LIGHT  INTERACTS  WITH  MATERIALS  AND  SURFACES   !  When  light  hits  a  surface   ‒  Some  light  gets  reflected  directly  off  the  surface   ‒  Whilst  some  gets  refracted  and  some  enters  or  goes  sub-­‐surface.   !  Index  of  RefracPon   ‒  The  amount  of  light  reflected  vs.  refracted   ‒  Commonly  known  physical  number   ‒  Converted  to  RGB  and  stored  as  specular  color   ‒  ArPsts  pick  the  appropriate  specular  color  from  a   table  with  common  values.     !  Sub-­‐Surface  light  energy   ‒  Some  gets  absorbed   ‒  Rest  scayered  and  exits  with  random  direcPon   ‒  For  relaPvely  common  opaque  materials   !  More  complex  light  interacPon  model  for  skin  and  liquids     IMAGE  FROM  “Background:  Physics  and  Math  of  Shading”  Hoffman,  N.  –  Siggraph  2013     60   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 61. PHYSICALLY  BASED  SHADING   NORMALIZATION  OF  SPECULAR  HIGHLIGHTS   !  Simplifying  Material  Setup   ‒  Smooth  Surface  reflects  light  source  sharp  and  clear   ‒  As  material  roughness  increases  specular  highlight  becomes  wider  and  less  bright   !  TradiPonal  Model  would  have  two  parameters   ‒  Size   ‒  Intensity   !  Physical  Laws  say  that  these  are  coupled!   ‒  On  rough  surfaces  light  is  distributed  over  larger  area   ‒  Must  thus  be  less  intense  at  a  single  point   !  Not  Trivial  Math   ‒  Results  in  a  factor  that  be  applied  to  the  BRDF  of  the  shader   !  Roughness  is  the  main  factor   ‒  To  control  both  size  and  brightness  of  the  highlight  simultaneously.     61   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 62. PHYSICALLY  BASED  SHADING   SURFACE  ROUGHNESS   !  Microscopic  irregulariPes  influence  several  shading  aspects   ‒  Light  rays  reflected  to  different  angles  cause  more  blurry  reflecPons  for  rougher  surfaces   !  CRYENGINE  couples  surface  roughness  with  per-­‐pixel  normals   ‒  Roughness  values  stored  in  normal  map  alpha   ‒  Conceptually  closely  related   !  Normals  define  surface  variaPon  at  marco  scale   !  Roughness  define  surface  variaPon  on  mirco  scale   !  This  Insight  can     ‒  Reduce  Specular  aliasing   ‒  Improve  shading  of  mipmapped  normal  maps     IMAGE  FROM  Real Time Rendering Third Edition , A K Peters, 2008     62   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 63. PHYSICALLY  BASED  SHADING   LIGHTING   !  Must  keep  integrity  of  materials   ‒  Dropped  some  lighPng  approaches   ‒  Constant  ambient  term   ‒  hemi-­‐spherical  ambient  term   ‒  Would  flayen  material   ‒  No  specular  contribuPon   !  Direct  LighPng   ‒  Deferred  with  unified  BRDF   ‒  Special  surfaces  forward  rendered   !  Indirect  LighPng   ‒  Captured  with  IBL  probes   !  Reduce  Bandwidth  Pressure  reading  G-­‐Buffer   ‒  All  lighPng  computaPons,  including  applicaPon  of  the  indirect  light  contribuPon,  are  performed  on  screen  Ples   within  a  single  compute  shader,  made  possible  by  next  gen  APUs.   63   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 64. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   64   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 65. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   65   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 66. PHYSICALLY  BASED  SHADING   ASSET  CONSISTENCY  ACROSS  LIGHTING  CONDITIONS   66   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 67. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Low  light  interior   67   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 68. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Exterior  Sunrise   68   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 69. PHYSICALLY  BASED  SHADING   CRYENGINE  PBS  CASE  STUDIES   !  Overcast   69   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   ©  2013  Crytek  GmbH  
  • 70. THAT’S  ALL  FOLKS   CONCLUSION   !  CRYENGINE  developed  with  next-­‐gen  in  mind  now  reaping  the  benefits   !  Crytek  and  AMD  share  a  vision  for  groundbreaking  next-­‐generaPon  hardware   !  Moving  into  Next  Gen  fun  Pmes  ahead  as  we  are  moving  closer  towards  physical  accuracy  (not  just   photorealisml!)   !  In  the  coming  months  further  news  to  be  revealed!   ‒  PBS  implementaPon   ‒  New  Tools   ‒  More  plarorms   ‒  New  Licensee’s         70   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 71. SPECIAL  THANKS   THE  REAL  HERO’S   !  Special  Thanks  must  go  to  Tiago  Sousa,  Pierre  Ives  Donzallaz,  Chris  Raine,  Carsten  Wenzel,  Marco   Corbeya,  Jake  Turner,  Nicolas  Schulz,  Nick  Kasyan,  Vladimir  Kajalin,  Carl  Jones,  Chris  Zilioyo   !  THE  ENTIRE  CRYTEK  TEAM  for  conPnuing  to  disrespect  the  impossible.     71   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 72. REFERENCES   CRYTEK  AND  ADDITIONAL   !  Crytek   ‒  “The  Rendering  Technologies  of  Crysis  3”  Sousa,  T.  ,  Raine,  C.  ,  Wenzel,  C.  -­‐  GDC  2013   hyp://www.crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx   ‒  “Secrets  of  CryENGINE  3  Graphics  Technology”,  Sousa  T.,  Schulz  N.  ,  Kasyan  N.,  2011   ‒  “Real-­‐Pme  Atmospheric  Effects  in  Games”,  WENZEL06  –  Wenzel,  C.  2006   ‒  “The  Art  and  Technology  behind  Crysis  3”    Donzallaz,  P  Y.  ,  Sousa,  T.  -­‐  FMX  2013   hyp://www.crytek.com/download/fmx2013_c3_art_tech_donzallaz_sousa.pdf   ‒  “Ryse:  Son  of  Rome  -­‐  Defining  the  'Next'  Next-­‐Gen”  Evans,  C.  -­‐    Siggraph  2013   hyp://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf   ‒  “Ryse  the  transiPon  to  physically  based  shading”  Shultz,  N  -­‐  2013   ‒  hyp://www.makinggames.de/index.php/magazin/2391_ryse__the_transiPon_to_physically_based_shading   !  AddiPonal  References   ‒  SIGGRAPH  2013  Course:  Physically  Based  Shading  in  Theory  and  PracPce   hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/   ‒  “Background:  Physics  and  Math  of  Shading”  Hoffman,  N.  –  Siggraph  2013   hyp://blog.selfshadow.com/publicaPons/s2013-­‐shading-­‐course/hoffman/s2013_pbs_physics_math_slides.pdf     72   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 73. REFERENCES     FURTHER  READING   !  WENZEL06  –  Wenzel,  C.  “Real-­‐Pme   Atmospheric  Effects  in  Games”,  2006   !  WIKI01  –  “Y’CbCr”,   hyp://en.wikipedia.org/wiki/YCbCr   !  JESCHKE07  -­‐  Jeschke,  S.  et  al.  “InteracPve   Smooth  and  Curved  Shell  Mapping”,  2007   !  WIKI02–  “Chroma  subsampling”,   hyp://en.wikipedia.org/wiki/ Chroma_subsampling   !  THIBIEROZ08  –  Thibieroz,  N.  “Deferred  Shading   with  MulPsampling  AnP-­‐Aliasing  in  DirectX10”,   2008   !  TÓTH09  –  Tóth,  B.  et  al.  “Real-­‐Pme  Volumetric   LighPng  in  ParPcipaPng  Media”,  2009   !  McDONALD12  –  McDonald,  J.  “Don’t  Throw  it   all  Away”,  2012   !  WIKI00  –  “Stereographic  projecPon”,  hyp:// en.wikipedia.org/wiki/Stereographic_projecPon   73   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL   !  Bjorke  K.,  “Image-­‐Based  LighPng”,  2007   !  Behc,  “Box  Projected  Cubemap  Environment   Mapping”,  2010   !  Hable  J.  “Uncharted  2:  HDR  LighPng”,  2010   !  Lagarde  S.,  “Local  Image  Based  LighPng  with   Parallax  Corrected  Cubemaps”,  2012  
  • 74.   QuesPons?   74   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
  • 75. DISCLAIMER  &  ATTRIBUTION   The  informaPon  presented  in  this  document  is  for  informaPonal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informaPon  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  sozware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obligaPon  to  update  or  otherwise  correct  or  revise  this  informaPon.  However,  AMD   reserves  the  right  to  revise  this  informaPon  and  to  make  changes  from  Pme  to  Pme  to  the  content  hereof  without  obligaPon  of  AMD  to  noPfy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo  and  combinaPons  thereof  are  trademarks  of  Advanced  Micro  Devices,   Inc.  in  the  United  States  and/or  other  jurisdicPons.    SPEC    is  a  registered  trademark  of  the  Standard  Performance  EvaluaPon  CorporaPon  (SPEC).  Other   names  are  for  informaPonal  purposes  only  and  may  be  trademarks  of  their  respecPve  owners.   75   |      PRESENTATION  TITLE      |      NOVEMBER  20,  2013      |      CONFIDENTIAL  
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