Game Articles

Information on how the graphics was made in specific games.

2020

Video: Gears 5 – High-Gear Visuals On Multiple Platforms - 2020

Frame Analysis - Mortal Kombat 11 - 2020

Evolving Path of Exile's Renderer - 2020

Frame Analysis - Overwatch - 2020

Unmasking the Arkham Knight - 2020

Resident Evil 2 Frame Breakdown - 2020

Sharpening the renderer - 2020

2019

The making of Gears 5: how the Coalition hit 60fps - and improved visual quality - 2019

Rendering process in Shadow Fight 3 - 2019

Metro Exodus Frame Breakdown - 2019

Observations about the rendering of Metro: Exodus - 2019

More observations in Metro: Exodus - 2019

Under the hood of Shadow of the Tomb Raider - 2019

Dissecting A Plague Tale: Innocence - 2019

Civilization VI Fog of War - 2019

Anatomy of a frame in AnKi - 2019

Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx) - 2019

2018

MTuner - Now open source - 2018

The Rendering of Rise of the Tomb Raider - 2018

Game Tech Deep Dive: The fast and furious window shaders of Forza Horizon 4 - 2018

Challenges of Rendering an Open World in Far Cry 5 - 2018

2017

Reverse engineering the rendering of The Witcher 3 - 2017 : 1:tonemapping, 2:eye adaptation, 3:chromatic aberration, 4:vignette, 5:drunk effect, Part 6 - sharpen, 7a:luminance histogram, 7b:luminance calculation, 8:the Moon, 9:GBuffer, 10:distant rain, 11:Lightnings, 12:stupid sky tricks, 13a, 13b, 13c,

Slides from "Witcher Tricks" - 2017

Rendering Technology in Agents of Mayhem - 2017

The Rendering of Middle Earth: Shadow of Mordor - 2017

Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine - 2017

The Complexity of Simplicity: Rendering INVERSUS Deluxe - 2017

Screen Space Planar Reflections in Ghost Recon Wildlands - 2017

Production Volume Rendering - 2017

Rendering of Call of Duty: Infinite Warfare - 2017

GPU Processing Budget Approach to Game Development - 2017

The making of Warcraft part 1 part 2 part 3 - 2017

Metal Gear Solid V - Graphics Study - 2017

STAR CITIZEN: CitizenCon 2947 - Graphics and Tech Development for Star Engine - 2017

World of Tanks: Graphical Update Technical Overview - 2017

How Unreal Renders a Frame - 2017

Horizon: The Frozen Wilds PS4 Pro - Tech Breakdown and Engine Analysis - 2017

Reverse engineering the rendering of The Witcher 3, part 1 - tonemapping - 2017

2016

DOOM - Graphics Study - 2016

VRAGE - 2016

The devil is in the details: idTech 666 - 2016

Tech Interview: Doom - 2016

Rendering 'Rainbow Six | Siege' - 2016

'Fallout 4's' Modular Level Design - 2016

2015

The Rendering Techniques of Deus Ex - 2015

Rendering the world of Far Cry 4 - 2015

Deus Ex: Human Revolution - Graphics Study - 2015

Supreme Commander - Graphics Study - 2015

Rendering the Alternate History of The Order: 1886 - 2015

The Technology Of Tomorrow Children - 2015

GTA V - Graphics Study - 2015

2014

Assassin’s Creed 4: Road to Next-gen Graphics - 2014

Runtime editor-console connection in The Witcher 2 - 2014

Rendering Techniques In Ryse: Son Of Rome - 2014

2013

The StarCraft path-finding hack - 2013

DOOM 3 BFG Technical Note - 2013

Mythic Science Fiction In Real-time: Destiny Rendering Engine - 2013

[Breakdown] Assassin’s Creed II - 2013

Graphics Gems From Cryengine 3 - 2013

2012

Debugging running server applications - 2012

Tough times on the road to Starcraft - 2012

StarCraft: Orcs in space go down in flames - 2012

The Technology behind the Unreal Engine 4 Elemental Demo - 2012

[breakdown] Shadow of the Colossus - 2012

[breakdown] Batman : Arkham City - 2012

2011

Secrets of CryENGINE 3 Graphics Technology - 2011

Shiny PC Graphics in Battlefield 3 - 2011

Manipulating UVs through Color Data in Portal 2 - 2011

Rendering Tech of Space Marine - 2011

More Performance! Five Rendering Ideas from Battlefield 3 and Need for Speed: The Run - 2011

2010

CryENGINE 3: Reaching the Speed of Light - 2010

Destruction Masking in Frostbite 2 using Volume Distance Fields - 2010

Firaxis' Civilization V: A Case Study in Scalable Game Performance - 2010

Shading Effects in Left 4 Dead 2 - 2010

Samurai Shading in Ghost of Tsushima

https://blog.selfshadow.com/publications/s2020-shading-course/patry/slides/index.html

Unmasking the Arkham Knight

http://morad.in/2020/04/03/unmasking-arkham-knight/

Frame Analysis - Overwatch

https://alain.xyz/blog/frame-analysis-overwatch

Evolving Path of Exile's Renderer

https://www.youtube.com/watch?v=whyJzrVEgVc

Frame Analysis - Mortal Kombat 11

https://alain.xyz/blog/frame-analysis-mk11#ambient-occlusion

Video: Gears 5 – High-Gear Visuals On Multiple Platforms

https://gpuopen.com/video-gears-5/

DOOM Eternal - Graphics Study

https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html

Porting Detroit: Become Human from PlayStation® 4 to PC

https://gpuopen.com/learn/porting-detroit-1/

https://gpuopen.com/learn/porting-detroit-2/

https://gpuopen.com/learn/porting-detroit-3/

Gears 5 – High-Gear Visuals On Multiple Platforms

https://www.youtube.com/watch?v=g8SU3TG_m0g