- first episode in a series covering game optimization principles
- why you should optimize, who should optimize, and when you should optimize
- introduces fundamental concepts and methodologies for optimizing game performance

- presentation on optimizing Niagara particle systems in Unreal Engine
- covers structures, material instances, shader, and emitter complexity
- provides practical techniques to reduce GPU and CPU overhead in complex VFX

- The video presents a discussion of Screen Space Ambient Occlusion technique implementation
- shows how to implement the technique using OpenGL and GLSL
- explains the intermediate steps and required theory along the way

- The talk focuses on he foundation and core concepts of physically based shading
- focusing on the interconnection of concepts and making it easy to understand the concepts visually

- presents a diffusion-based approach for generating reflective caustics
- utilizes a latent-space diffusion model conditioned on geometry, material, and illumination data

- critical analysis of object-oriented programming paradigms and their impact on software development
- examines historical context and technical drawbacks of OOP that have persisted for a long time
- proposes alternative approaches for practical problem-solving

- demonstrates how to implement a portal rendering technique such as found in SplitFiction
- explains Stencil Buffer and how to use it to render multiple portal worlds
- Implementation is shown using Unity
- Portal shapes are implemented using SDF shapes

- presents a look at how real-life material complexity is approximated in rendering
- discusses the importance of layered material models for the appearance
- examines the evolving relationship between traditional analytical material models and neural rendering approaches
- explores hybrid approaches that combine the predictability of analytical models with the expressiveness of neural networks

- discusses a history of Screen space ambient occlusion
- shows visual examples of the techniques and how they affected the generated results
- covering the developments from Crytek SSAO, over HBAO, GTAO, to VBAO

Thanks to Nathan Reed for support of this series.
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