Assassin’s Creed: Shadows – GDC talk on Ray Tracing, console performance, developer pains, and more!

by lucky
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You can read the whole presentation here:

Seeing it floating around it, some entertainment goods here! The presentation is much more than RT or GI, so make sure if you are interested in other technical aspects of the game.

Instant background for GI in Asyan’s profession sports from presentation:

AC Alliance: Really, really high quality baked GI. Problem: relatively smalle world, fixed time of the day
AC Syndicate: Generally, along with dynamic TODs, usually added interference between toddas, the GI quality is already in a slight discomfort.
AC Origin: AC Alliance method is completely unacceptable. Used to play 450GB of Lighting Data (!) And it will look 3 months (!) Back to sports lighting.
AC Shadow: With Season System and Even Toddus, Game 2TB of Lighting Data (!!!) And it will look About 2 years (!!!) Lighting to cook.

The AC’s origin in their time they had to develop a new system, and the AC Shadow uses RTGI (Series S, PS5/XSX Performance Mode, PC). Look at the slides that I have summarized everyone – the point is, they delivered it to 9GBGI data with some smart closely for baked lighting and some compromises.

Then they explain how they calculate the RT spreads indirectly for the game. Again, read the presentation for details but they summarize this in the slide:

Assassin’s Creed: Shadows – GDC talk on Ray Tracing, console performance, developer pains, and more!

The performance of my eye was the performance matrix, considering that we often do not get the cost of specific items for console games, leaving the cross platform comparing.

Per pixel spreads indirect lighting (RTGI):

Image 2 EW EBP

The XSX is quite faster than the PS5, if the math does not fail me.
The XSS is faster than both of them, possibly due to a very low internal resolution. In the Quarter Race (what they say they use), RT RT renders spread over XSX and PS5 720p while the XSS offers it at 450p.
PS5 Pro, surprisingly, is faster than all other consoles. Especially PS5 to 60 % faster

Per Pixel Spicular Lighting Lighting (RT’s Reflection):

IMA3GE.Webp

The RT reflection yielded better results with half resolution (half width, full height), so they went to the PS5 Pro. I guess what is worth mentioning here is that the cost of the GI system for PS5 Pro is less than half of the cost of reflection of the RT, which probably explains their absence in other consoles.

Finally, there is also the cost of expanding GI investigation:

Image 23e.Webp

Two interesting results at the end of the presentation in this regard:

  • Is to support Both Baked GI and RTGI developers have a lot of trouble. He now harassed him because of “hardware landscape” (I am not sure if he means pricing situation or low RT performance of consoles), but in the future he wants to rely more on RT to simplify his pipeline. I think it’s recent games such as Dom the Dark Edges or Indiana Jones just as RT is only relevant in the form of sports where they are Not Lighting Non Non Non Non -RT Fallback also wants a headache to be worried.
  • The sheer quantity of the platform, various updating updicors and the dynamics of the game world made the game QA very difficult. Not surprisingly that PSSR Support arrived after launch, or that the game usually requires heavy delay

Then it is easy to see the advantage of the RTGI in this game, they get a completely dynamic GI that is better than the AC Unity and they are not forced to compromise for storage space, funny baking times or their origin/Odyssey/Walla – but it is too heavy to run in the current hardware. It can be argued that they are doing one generation very quickly, but on the other hand, growing problems now make sure that once the hardware is present, the next generation will already be implemented in sports and engines.

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