Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Content

This one was on early access for premium tiers over the holiday break - it's going live today and all supporters can now watch a little bit earlier.

2023 was a brilliant year for advancements in video game graphics - and up there amongst the most astonishing achievements was Remedy's Alan Wake 2. In this extended interview with the Remedy tech team, Alex Battaglia gets the opportunity to ask the developers literally anything and everything he wants to know about - from mesh shaders vs primitive shaders, to the team's approach to ray tracing through to the game's threading model, it's all here... along with how the team scaled Alan Wake 2 to deliver the goods on Xbox Series S.

Downloads: https://www.digitalfoundry.net/inside-alan-wake-2-how-remedy-delivered-a-visual-masterpiece

Files

Previews only

Inside Alan Wake 2: How Remedy Delivered A Visual Masterpiece

2023 was a brilliant year for advancements in video game graphics - and up there amongst the most astonishing achievements was Remedy's Alan Wake 2. In this extended interview with the Remedy tech team, Alex Battaglia gets the opportunity to ask the developers literally anything and everything he wants to know about - from mesh shaders vs primitive shaders, to the team's approach to ray tracing through to the game's threading model, it's all here... along with how the team scaled Alan Wake 2 to deliver the goods on Xbox Series S. Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: https://bit.ly/3jEGjvx Want some DF-branded tee-shirts, mugs, hoodies and more? Check out our store: https://store.digitalfoundry.net For commercial enquiries, please contact business@digitalfoundry.net 00:00:00 Introduction 00:01:13 What changes were needed after Control to make Alan Wake 2 possible? 00:06:15 Did the new scripting language conflict with goals of multi-threading? 00:07:27 How is the Alan Wake 2 threaded? 00:11:16 How is the game using mesh shaders and when was this decided? 00:14:35 What research was done for mesh shading? 00:16:30 How do you handle geometry across the platforms (PS5 vs. Xbox vs. PC)? 00:17:53 How is indirect lighting achieved without hardware ray tracing? 00:19:19 How does ray tracing mix in with the traditional rendering? 00:22:36 How is the game's BVH managed? 00:25:15 What are the considerations as to what is included in the BVH? 00:27:05 How is noise handled from ray tracing? 00:28:17 How, when, and why was ray tracing not included in Alan Wake 2 for PS5/XSX? 00:30:18 What changes are needed to solve the "BVH problem"? 00:32:38 How, what, and how much is the game streaming from disk? 00:37:33 How is memory handled given the split nature of memory on PC? 00:39:09 How is the game scaled to Xbox Series S? 00:42:42 What post-launch changes have been made to improve performance? 00:45:13 What are you most proud of from your work on Alan Wake 2? 00:47:54 Any tech presentations on the game coming up? 00:39:49 Conclusion

Comments

VeryProfessionalDodo

What an awesome interview, loved this as much as the CD Projekt Red interview with Nvidia. Always wonderful to see passionate people talk about stuff they're proud of!

Richard Leadbest

I don't know if you're still reading this, but I have some audio advice for you for future videocall interviews. In short I've done a view corporate videos and editorial pieces (is that what its called?) with videocalls used as talking heads and I've come to ask my guests to put their phone in front on them and just hit record with their phones standard memo app. After the interview, I will remind them to please send me the audio file immediately per mail. This is a solution that requires minimal effort on the clients part and results in drastically better sound. Hope it helps.