With massively and procedurally destructible levels in Rainbow Six Siege, it was important for the graphics team to invest in rendering techniques that would allow for better scaling on both CPU and GPU.
In this 2016 GDC session, Ubisoft Montreal's Jalal Eddine El Mansouri goes into the work accomplished by the team in order to ship Rainbow Six Siege, while also focusing on architectural optimizations only possible with current generation hardware.
El Mansouri also describes the checkerboard rendering technique used which accommodated for faster rendering times without sacrificing quality.
Programmers interested in learning more about the process behind how Rainbow Six Siege was rendered can now watch the talk completely free via the official GDC YouTube channel!
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