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The
Technology
of

Uncharted:
Drake’s
Fortune
                Naughty
Dog

       Christophe
Balestra,
Co-President
    Pål-Kristian
Engstad,
Lead
Programmer
Introduction
 Project
Code
Name:
‘BIG’
 3
year
project
 Pre-production:~10
people
for
12
months
 ~70
people
+
~5
contractors
 6
designers,
18
programmers,
~50
artists
Development

Started
the
project
with
ZERO
line
of
code
Prototyped
shaders
on
PC
Animation
was
priority
#1
Over-designed
our
first
set
of
tools
Tools

 Keep
them
SIMPLE!!!
 Few
tools
rather
than
a
big
über
tool
 Expand
your
current
set
of
tools
Cygwin

Like
a
linux
shell
Helps
controlling
people’s
environment
All
tools
must
be
run
from
Cygwin
BAM

Asset
Manager
Everything
on
the
network
Linux
server
-
symlinks
Check-out,
Check-in
but
NO
SYNC
BuildBig

 GUI
tool
to
describe
what
actors
and
levels
are

 made
of
 All
the
data
and
change
lists
stored
in
MySQL:

 Bad
idea!!
 Switching
to
text
files
and
Perforce
BA
/
BL

Very
simple
command
line
tools
BA
builds
actors
BL
builds
levels
Stats
Visibility
 During
BL
a
PVS
is
pre-computed
per
level
 Rendering
the
level
with
OpenGL
from
sample

 points
 Computed
once
a
day
and
re-used
cache
 Split
boxes
 Can
easily
add
sample
points
Distributed
build

 Using
Naughty
Dog
Distributed
System
 Very
simple
 Runs
command
line
tools
 Everything
stored
in
MySQL
Shaders
 Über
Shader
file
 #define
=
feature
 Not
great
for
dependencies
 Compiled
during
BA/BL
 Each
actor
or
level
contains
its
shader
code
Material
Editor
 GUI
tool
connected
to
Maya
to
create
shaders
 Artists
select
an
.fx
file
and
choose
features
 Artists
loved
it
but
...
 Not
very
stable,
data
&
change
list
stored
in

 MySQL
 Working
on
connecting
it
with
the
game
Charter
 GUI
tool
to
create
game-play
contents
 Maya
too
slow
 Regions,
Nav-Meshes,
Spawners,
Cover

 points...
 Quick
iteration
time
DC
Data
Compiler
LISP
based
Original
design
was
to
create
data
structures
Added
scripting
Render
settings,
AI,
animation,
region
scripts
Realtime
linking
Static
Lighting
 Global
illumination
 Direct
color,
indirect
color
and
direction
per

 vertex
 Light
probes
for
objects
 Too
slow,
couldn’t
distribute
TAME
GUI
tool
to
manage
text
localization
HELPED
US
A
LOT!!!
Producers
in
Europe
and
Japan
can
manage

everything
without
us
MySQL
Fileserver
 We
love
linux
 Linux
is
fast
 The
game
connects
to
our
own
file
system

 running
under
linux
using
the
debug
port
 80
MB/sec
Programmer
Pipeline
 Linux
again!!
 1
linux
box
for
every
2
programmers
 Putty
 It’s
FAST!!!
 Multithreaded
build
 SN
Debugger
&
Gcm
Replay
Artist
Pipeline

 Maya
&
ZBrush
 Material
Editor
 BuildBig
 BA/BL
Designer
Pipeline

 Charter
 BuildBig
 BA/BL
 DC
FIOS
All
IO
done
with
FIOS
Everything
is
compressed
using
Edge
We
stream
a
lot
and
all
the
time:
levels,
actors,

sounds,
music,
textures
Pre-cache
Loading
Scheme

 Levels
and
actors
are
.pak
files
 .pak
file
is
made
of
pages
 Heap
of
172
pages
 No
fragmentation
Texture
Streaming
 Having
a
hard-drive
on
every
PS3
is
HUGE
 Very
easy
to
do
...
3
days
of
work
 Adds
a
lot
to
the
quality
of
your
game
 Everyone
must
stream
textures!
 Defragment
memory
every
frame
Texture
Defragmentation
Step 1

Step 2

Step 3

Step 4
Step 5
Collisions
 Sphere,
Capsule,
Convex
Polytope
 Concave
Geometry,
kd-tree
Polygon
soup
 SPU
elf
per
Shape
 32
Objects
per
Batch
 ~500
asynchronous
ray-cast
every
frame
Physics
 World
split
into
Islands
 One
SPU
job
(solver)
per
island
 Successive
Relaxation
LCP
solver
 General
constraint
system:
rag-doll
 Constraints
&
limits
derived
from
“range-of-
 motion”
animation
SPUs
                       Water
Scene
traversal
                       Animations
Geometry

processing             Decompression
Spherical
Harmonics
   Collisions
to
cube
maps           Physics
Particle
simulation    Path
Finding
Animation
 Using
SPUs
to
decompress
and
blend
animation

 tree
 Blend
tree
up
to
25
animations
(Drake)
 Use
DC
to
describe
animation
states
 Layered
animation
system
Scene
Traversal
 Visibility
frustum
culling
 PVS
lookup
 Sorting
 Render
set
up
 Mesh
processing
set
up
Scene
Traversal
 Visibility
frustum
culling
-
SPU
 PVS
lookup
-
SPU
 Sorting
-
PPU
 Render
set
up
-
PPU
 Mesh
processing
set
up
-
SPU
Mesh
Processing
 Use
SPUs
to
offload
RSX
 Decompression
 Skinning
 Back-face
culling
 Also
used
to
collide
with
rendered
geometry:

 decals,
IK,
some
gameplay
collisions
Scene
Rendering
 Shadows
 Dynamic
Lighting
 Opaque
Geometry
 Alpha
Blend
Geometry
 Post
Processing
effects
Sun
Light
Shadow
 Tried
a
lot
of
solutions:
problems!
 Simple
idea
by
Guerilla(Killzone)
 Reduce
flickering:
fixed
world
space
sample

 points
 SSM:
orthographic
shadow
map
 Cascaded
shadow
maps
Cascaded
Shadow
Maps
Shadow Depth Buffer
Shadow Blockers   Sunlight Shadow Pass
                                           1216x1216 : Z16



                                            Depth Buffer
Opaque Geometry    Depth Only Pass
                                          2x1280x720 : Z24
Dynamic
Lighting

 Render
opaque
dynamically
lit
geometry:
world

 normal
+
specular
exponent
in
screen
space
 Divide
the
screen
into
a
grid
 Find
which
lights
intersect
each
cell
 Render
quads
over
each
cell
calculating
up
to
8

 lights
per
pass:
results
in
a
light
buffer
Get World Space         Normal Buffer
Opaque Lit Geometry
                      Normal and Spec Exp   2x1280x720 : RGBA8
Dynamic
Lighting

             1   1   1
        1    1   1   1
             2   1   1
             1
Shadow Depth Buffer                         Position Buffer
  1216x1216 : Z16                          1280x720: 4xFP16
                        Shadow Resolve
   Depth Buffer
 2x1280x720 : Z24
                                           Specular Direction
                                           1280x720: 4xFP16


Quad over Grid-Cells
                       Calculate Dynamic
                              lights
   Normal Buffer                           Diffuse + Shadow
2x1280x720 : RGBA8                         1280x720: 4xFP16
Opaque
Rendering
 Shadowing
and
lighting
already
done
 Material
processing
+
direct
lighting
 Output
is
HDR
(logluv)
 Pixel
shader
bound:
vertex
processing
mostly

 done
on
SPUs
 Dithering
out
some
geometry
Opaque Geometry



  Depth Buffer
2x1280x720 : Z24
                        Material          Logluv Buffer
                     Direct Lighting   2x1280x720: RGBA8
Specular Direction
1280x720: 4xFP16



Diffuse + Shadow
1280x720: 4xFP16
Color Buffer
   Logluv Buffer
                                           1280x720: 4xFP16
2x1280x720: RGBA8
                                          w = dist from camera
                    Resolve color + Fog

   Depth Buffer                             1x Depth Buffer
 2x1280x720 : Z24                           1280x720 : Z24
Alpha-blended
Geometry

 Rendered
to
FP16
1x
buffer
 Water
 Particles
 Glass
Water Meshes



Shadow Depth Buffer                     Color Buffer
  1216x1216 : Z16                    1280x720: 4xFP16
                                    w = dist from camera
                       Water Pass
    Color Buffer
 1280x720: 4xFP16
                                      1x Depth Buffer
w = dist from camera
                                      1280x720 : Z24

   Logluv Buffer
2x1280x720: RGBA8
Particles

 Simulation
and
rendering
set
up
done
on
SPUs
 Wrote
specific
shaders
 Switch
to
down
sample
buffer
on
frame
rate

 spike

Post
Effects
 Depth
of
field
                  Tint
 Blur
                  Distortion
 Tonemap
                  Motion
Blur
 Bloom
                  Blend
 Saturate
KEEP
IT
SIMPLE!
WE’RE
HIRING!!!!


if
you’re
extremely
talented
...
candace_walker@naughtydog.com
Thank
you
christophe_balestra@naughtydog.com
    pal_engstad@naughtydog.com

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