This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
Example with extreme filter kernel.Note there are some blight blobs in some of the hexagons. This is an artifact of a later pass to composite the coronal particles and not of the hexagonal blur process.
Also need a half texel offset before saturate. Omitted for clarity.