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Come to GDC for a behind-the-scenes look Frostbite's rendering tech

At GDC next year, Frostbite engineer Yuriy O'Donnell will shed light on how EA's' multipurpose engine efficiently handles the rendering challenges that come with supporting a wide gamut of games.

November 9, 2016

1 Min Read
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The 2017 Game Developers Conference is shaping up to be a can't-miss event for the game industry, and today conference organizers are pleased to highlight one of the many great technical talks taking place at the show!

Electronic Arts' remarkable Frostbite engine powers a wide variety of games, and that means it has to be uniquely capable of efficiently handling anything devs can throw at it. At GDC next year, Frostbite engineer Yuriy O'Donnell will shed light on how it does just that in a talk on "FrameGraph: Extensible Rendering Architecture in Frostbite."

This talk is important because it describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games (from Plants vs Zombies 2 to Battlefield 1 [pictured]) on a single engine. O'donnell aims to describe Frostbite's new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.

According to O'Donnell, the industry can move away from "immediate mode" DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.

So don't miss it! The deadline to register for passes at a discounted rate is January 25, 2017. GDC 2017 itself will take place February 27th - March 3rd at the Moscone Center in San Francisco.

For more information on GDC 2017, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

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