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Rendering 'God of War Ragnarok'
How do you approach rendering a cross-generation, first-party title? This session not only describes some of the major technical features of God of War Ragnark, but also discusses the leadership and decision-making required along the way. The talk begins with the features needed to realize the narrative of the game, before moving onto lighting and art workflow improvements, from automation to eliminating areas of high production cost. It then explains differentiating features for the PlayStation 5 hardware, including raytraced cubemaps and contact hardening shadows. It concludes with optimization strategy and techniques, from brainstorming session with the rendering team to art tools and novel GPU optimizations.
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