If you're making games for modern consoles, you know that they sport heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics.
As a result, veteran console developer Bungie has an engine team that's moved away from thread-level parallelism to use 'job systems' for fine-grained task and data parallelism. At GDC 2015, Bungie's Natalya Tatarchuk cracked open the renderer Bungie developed for its striking, open-world cross-platform shooter Destiny.
It was a highly technical, unique talk that offered rare insight into the architecture of a multithreaded renderer that delivers low-latency, efficient execution across multiple platforms, focusing on both the successes and challenges encountered.
If you missed it in person and want to go behind-the-scenes of how Destiny's worlds are rendered, you can do so by watching this talk for free over on the GDC Vault.
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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