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10.1145/2775280.2793102acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
abstract

Doing R&D for open worlds

Published: 31 July 2015 Publication History

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.

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References

[1]
Persson, E., and Olsson, O., 2013. Practical Clustered Deferred and Forward Shading. http://advances.realtimerendering.com/s2013/.
[2]
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.
[3]
Thomas, G., 2015. Advancements in Tiled Rendering. http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Advancements-In-Tiled-Rendering.ppsx.

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Published In

cover image ACM Conferences
SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
July 2015
82 pages
ISBN:9781450336369
DOI:10.1145/2775280
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 31 July 2015

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  1. R&D
  2. avalanche studios
  3. research

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