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The
Technology
of

Uncharted:
Drake’s
Fortune
Naughty
Dog
Christophe
Balestra,
Co-President
Pål-Kristian
Engstad,
Lead
Programmer
Introduction
Project
Code
Name:
‘BIG’
3
year
project
Pre-production:~10
people
for
12
months
~70
people
+
~5
contractors
6
designers,
18
programmers,
~50
artists
Development
Started
the
project
with
ZERO
line
of
code
Prototyped
shaders
on
PC
Animation
was
priority
#1
Over-designed
our
first
set
of
tools
Tools
Keep
them
SIMPLE!!!
Few
tools
rather
than
a
big
über
tool
Expand
your
current
set
of
tools
Cygwin
Like
a
linux
shell
Helps
controlling
people’s
environment
All
tools
must
be
run
from
Cygwin
BAM
Asset
Manager
Everything
on
the
network
Linux
server
-
symlinks
Check-out,
Check-in
but
NO
SYNC
BuildBig
GUI
tool
to
describe
what
actors
and
levels
are

made
of
All
the
data
and
change
lists
stored
in
MySQL:

Bad
idea!!
Switching
to
text
files
and
Perforce
BA
/
BL
Very
simple
command
line
tools
BA
builds
actors
BL
builds
levels
Stats
Visibility
During
BL
a
PVS
is
pre-computed
per
level
Rendering
the
level
with
OpenGL
from
sample

points
Computed
once
a
day
and
re-used
cache
Split
boxes
Can
easily
add
sample
points
Distributed
build
Using
Naughty
Dog
Distributed
System
Very
simple
Runs
command
line
tools
Everything
stored
in
MySQL
Shaders
Über
Shader
file
#define
=
feature
Not
great
for
dependencies
Compiled
during
BA/BL
Each
actor
or
level
contains
its
shader
code
Material
Editor
GUI
tool
connected
to
Maya
to
create
shaders
Artists
select
an
.fx
file
and
choose
features
Artists
loved
it
but
...
Not
very
stable,
data
&
change
list
stored
in

MySQL
Working
on
connecting
it
with
the
game
Charter
GUI
tool
to
create
game-play
contents
Maya
too
slow
Regions,
Nav-Meshes,
Spawners,
Cover

points...
Quick
iteration
time
DC
Data
Compiler
LISP
based
Original
design
was
to
create
data
structures
Added
scripting
Render
settings,
AI,
animation,
region
scripts
Realtime
linking
Static
Lighting
Global
illumination
Direct
color,
indirect
color
and
direction
per

vertex
Light
probes
for
objects
Too
slow,
couldn’t
distribute
TAME
GUI
tool
to
manage
text
localization
HELPED
US
A
LOT!!!
Producers
in
Europe
and
Japan
can
manage

everything
without
us
MySQL
Fileserver
We
love
linux
Linux
is
fast
The
game
connects
to
our
own
file
system

running
under
linux
using
the
debug
port
80
MB/sec
Programmer
Pipeline
Linux
again!!
1
linux
box
for
every
2
programmers
Putty
It’s
FAST!!!
Multithreaded
build
SN
Debugger
&
Gcm
Replay
Artist
Pipeline
Maya
&
ZBrush
Material
Editor
BuildBig
BA/BL
Designer
Pipeline
Charter
BuildBig
BA/BL
DC
FIOS
All
IO
done
with
FIOS
Everything
is
compressed
using
Edge
We
stream
a
lot
and
all
the
time:
levels,
actors,

sounds,
music,
textures
Pre-cache
Loading
Scheme
Levels
and
actors
are
.pak
files
.pak
file
is
made
of
pages
Heap
of
172
pages
No
fragmentation
Texture
Streaming
Having
a
hard-drive
on
every
PS3
is
HUGE
Very
easy
to
do
...
3
days
of
work
Adds
a
lot
to
the
quality
of
your
game
Everyone
must
stream
textures!
Defragment
memory
every
frame
Texture
Defragmentation
Step 1
Step 2
Step 3
Step 4
Step 5
Collisions
Sphere,
Capsule,
Convex
Polytope
Concave
Geometry,
kd-tree
Polygon
soup
SPU
elf
per
Shape
32
Objects
per
Batch
~500
asynchronous
ray-cast
every
frame
Physics
World
split
into
Islands
One
SPU
job
(solver)
per
island
Successive
Relaxation
LCP
solver
General
constraint
system:
rag-doll
Constraints
&
limits
derived
from
“range-of-
motion”
animation
SPUs
Scene
traversal
Geometry

processing
Spherical
Harmonics

to
cube
maps
Particle
simulation
Water
Animations
Decompression
Collisions
Physics
Path
Finding
Animation
Using
SPUs
to
decompress
and
blend
animation

tree
Blend
tree
up
to
25
animations
(Drake)
Use
DC
to
describe
animation
states
Layered
animation
system
Scene
Traversal
Visibility
frustum
culling
PVS
lookup
Sorting
Render
set
up
Mesh
processing
set
up
Scene
Traversal
Visibility
frustum
culling
-
SPU
PVS
lookup
-
SPU
Sorting
-
PPU
Render
set
up
-
PPU
Mesh
processing
set
up
-
SPU
Mesh
Processing
Use
SPUs
to
offload
RSX
Decompression
Skinning
Back-face
culling
Also
used
to
collide
with
rendered
geometry:

decals,
IK,
some
gameplay
collisions
Scene
Rendering
Shadows
Dynamic
Lighting
Opaque
Geometry
Alpha
Blend
Geometry
Post
Processing
effects
Sun
Light
Shadow
Tried
a
lot
of
solutions:
problems!
Simple
idea
by
Guerilla(Killzone)
Reduce
flickering:
fixed
world
space
sample

points
SSM:
orthographic
shadow
map
Cascaded
shadow
maps
Cascaded
Shadow
Maps
Shadow Blockers Sunlight Shadow Pass
Shadow Depth Buffer
1216x1216 : Z16
Opaque Geometry Depth Only Pass
Depth Buffer
2x1280x720 : Z24
Dynamic
Lighting

Render
opaque
dynamically
lit
geometry:
world

normal
+
specular
exponent
in
screen
space
Divide
the
screen
into
a
grid
Find
which
lights
intersect
each
cell
Render
quads
over
each
cell
calculating
up
to
8

lights
per
pass:
results
in
a
light
buffer
Opaque Lit Geometry
Get World Space
Normal and Spec Exp
Normal Buffer
2x1280x720 : RGBA8
1 1 1
1 1 1 1
2 1 1
1
Dynamic
Lighting

Shadow Depth Buffer
1216x1216 : Z16
Depth Buffer
2x1280x720 : Z24
Shadow Resolve
Diffuse + Shadow
1280x720: 4xFP16
Position Buffer
1280x720: 4xFP16
Specular Direction
1280x720: 4xFP16
Quad over Grid-Cells
Calculate Dynamic
lights
Normal Buffer
2x1280x720 : RGBA8
Opaque
Rendering
Shadowing
and
lighting
already
done
Material
processing
+
direct
lighting
Output
is
HDR
(logluv)
Pixel
shader
bound:
vertex
processing
mostly

done
on
SPUs
Dithering
out
some
geometry
Opaque Geometry
Depth Buffer
2x1280x720 : Z24
Diffuse + Shadow
1280x720: 4xFP16
Specular Direction
1280x720: 4xFP16
Material
Direct Lighting
Logluv Buffer
2x1280x720: RGBA8
Logluv Buffer
2x1280x720: RGBA8
Depth Buffer
2x1280x720 : Z24
Resolve color + Fog
Color Buffer
1280x720: 4xFP16
w = dist from camera
1x Depth Buffer
1280x720 : Z24
Alpha-blended
Geometry
Rendered
to
FP16
1x
buffer
Water
Particles
Glass
Water Meshes
Color Buffer
1280x720: 4xFP16
w = dist from camera
Shadow Depth Buffer
1216x1216 : Z16
Logluv Buffer
2x1280x720: RGBA8
Water Pass
Color Buffer
1280x720: 4xFP16
w = dist from camera
1x Depth Buffer
1280x720 : Z24
Particles
Simulation
and
rendering
set
up
done
on
SPUs
Wrote
specific
shaders
Switch
to
down
sample
buffer
on
frame
rate

spike

Post
Effects
Depth
of
field
Blur
Tonemap
Bloom
Saturate
Tint
Distortion
Motion
Blur
Blend
KEEP
IT
SIMPLE!
WE’RE
HIRING!!!!
if
you’re
extremely
talented
...
candace_walker@naughtydog.com
Thank
you
christophe_balestra@naughtydog.com
pal_engstad@naughtydog.com

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