ABSTRACT
Doing research is a costly and time consuming activity with uncertain return on investment. For small or independent studios without substantial financial backing it can be hard to motivate engaging in research. Today few game studios have dedicated research personnel, even among AAA. Most games are produced either with an off-the-shelf licensed game engine, or a publisher provided engine. Research is mostly done in response to pressing needs where no published algorithms or off-the-shelf solutions are readily available, or done haphazardly by individuals as part of regular day-to-day development.
Supplemental Material
- Persson, E., and Olsson, O., 2013. Practical Clustered Deferred and Forward Shading. http://advances.realtimerendering.com/s2013/.Google Scholar
- Fauconneau, M., 2014. Fast Forward Clustered Shading. https://software.intel.com/sites/default/files/managed/27/5e/Fast%20Foward%20Clustered%20Shading%20%28siggraph%202014%29.pdf.Google Scholar
- Thomas, G., 2015. Advancements in Tiled Rendering. http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Advancements-In-Tiled-Rendering.ppsx.Google Scholar
Index Terms
- Doing R&D for open worlds
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