Listen "Oxide Games Decoupled Shading"
Episode Synopsis
This time we will talk about the presentation given by Dan Baker, Graphics Architect at Oxide Games, during the REAC2023 event, in which he discusses the decoupled shading architecture of their Nitrous Engine, achieving improved anti-aliasing accuracy as well as BRDF consistency by ensuring consistent sampling points—though not without first facing challenges such as memory consumption and performance with micro-geometry.Watch full presentation:https://www.youtube.com/watch?v=ccV9oOoAMhk
More episodes of the podcast Coffee, Code & Shaders: Real-Time Rendering Conversations
A deep dive into Ghost of Yotei's tech
11/12/2025
Volumetric Rendering for Dreams
02/12/2025
Guild Wars 2 Shadow Technology Improvements
20/11/2025
Billions of Triangles in minutes
13/11/2025
ZARZA We are Zarza, the prestigious firm behind major projects in information technology.