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Destiny's Multithreaded Rendering Architecture

GDC Festival of GamingCited 3× on HN, 2015-2020
YouTube
45K views · 11 years ago · talk · evergreen

A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.

HN commenters cite it as the go-to talk on a job-system-based multithreaded game engine architecture.

Game programming & enginesComputer graphics & rendering#destiny#bungie#gdc#jobsystem#rendererarchitecture

3 comments from Hacker News

@meheleventyone2020 · in “An Introduction to Data Oriented Design with Rust”

I believe it’s only been mentioned in passing and likely will be talked about at conferences soonish. Here’s a HN thread from when it was first talked about: link There was an early talk about using a job system to run the Destiny renderer and then this one for the whole engine which is a very similar premise to the way DOOM(2016) and then DOOM Eternal evolved. link The renderer talk is here: ▶ this video

CitesView on HN
@cpeterso2017 · in “Ask HN: Will Rust ever become a mainstream systems programming language?”

Are there any AAA game studios using or evaluating Rust yet? I saw some GDC talks about the multithreaded game engine for Bungie's Destiny game. Given the debugging and QA challenges of their multithreaded architecture, something like Rust's ownership model seems like a good fit. Does the Rust toolchain support Xbox and PlayStation? * Destiny's Multithreaded Rendering Architecture: ▶ this video * Multithreading the Entire Destiny Engine: link

CitesView on HN
@ufo2015 · in “Lessons from the PC video game industry”

Thanks. Apparently fallout4 has a bunch of bugs on higher-end PCs because and I was wondering why they would couple things like that. I guess the harsh restrictions of gamedev explain it a bit then... btw, I think this is the video the parent mentioned, in case anyone is interested: ▶ this video

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