The Threat by Alfons Mucha
429 words
2 minutes
Game Rendering Deep Dives
2023-11-20
2025-10-23
Benchmarks, tech deep dives and analysis of frames rendered by games during gameplay are a great way to learn about potential bottlenecks, avenues for optimization and human ingenuity when it comes to pushing rendering performance forward. I keep here a collection of links to articles, websites and blogposts detailing anything that might fit the bill.
Aggregator Websites:
- Adrian Courrèges’ Blog Definitely one of the best aggregated resources for frame by frame analysis. More than 30 different games analysed by different authors.
- Song Ho’s Website Website aggregating different graphics-related concepts useful to the autor, since 2005.
- tfpsly’s website An enormous repository of different technical links. It touches on almost every concept regarding computer graphics.
- Ke-Sen Huang’s Blog Aggregates all Siggraph papers and talks that are publicly available online.
Developer Websites:
- William Chyr’s Blog Devlogs from the creator of Manifold Garden, goes into interesting problems such as recursive portals and how to replicate world (almost) infinitely.
- Léna Piquet Devlogs from a current Technical Artist at Adobe. Covers many concepts for Unreal shader programming.
- Harry Alisavakis’s website covers many technical art concepts, but most of them are technical enough to touch into graphics programming. Shader programming heavy anyway.
Articles and Talks:
- (2014)Image Quality in Killzone Shadowfall Goes over Killzone’s approach to Temporal Antialiasing and how they used it to render half a frame at a time.
- (2016)Rendering Mirror’s Edge: Catalyst Talk going over the challenges of a dynamic lighting system in an open world game, solved by using a hybrid approach between baked lightmaps and local volumes.
- (2018)Achieving high quality anime style rendering on Unity Very technical talk on how to bring to life a versatile anime look to a Unity game, which can run on both mobile and PC.
- (2018) The Technical Art of Sea of Thieves Goes over the challenges encountered when building a stylised open world in UE4. Touches on the techniques for their water rendering.
- (2021)Branching on a GPU Benchmarks branching on a GPU and shows that branching is not the performance killer it used to be.
- (2024)The Road to Baldur’s GateA technical overview of the rendering engine behind Baldur’s Gate 3 going into topics such as Lighting, Shadows and Shader Compilation.
- (2025)Swarm Engine’s Architecture A technical deep dive in Swarm Engine, the engine behind Warhammer 40000 : Space Marine 2.
- (2025)RE Engine’s Meshlet Pipeline Technical explanation of how RE Engine’s meshlet pipeline works and the limitations the team had to work around.
- (2025)Ghost of Yotei Overview A quick overview of the technical implementations added to the engine for Ghost of Yotei, the latest game from Suckerpunch.
Extra Credits
- (2024)WebGPU Frame Analysis Analyses WebGPU, which is not a game but it offers useful insights which also apply elsewhere.