Talks to Watch

Destiny's Multithreaded Rendering Architecture

45K views · Nov 10, 2015 · 1:06:37 · 0 HN recommenders · 3 mentions · discussed 2015–2020

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.

Why Hacker News points people here: HN commenters cite it as the go-to talk on a job-system-based multithreaded game engine architecture.

What Hacker News said 3

Cites itufoNov 2015

“I think this is the video the parent mentioned, in case anyone is interested”

Identifies the video the parent comment mentioned

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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

in “Lessons from the PC video game industry” · view on HN
Cites itcpetersoApr 2017

“I saw some GDC talks about the multithreaded game engine for Bungie's Destiny game.”

Cited talk on Destiny's multithreaded engine architecture

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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

in “Ask HN: Will Rust ever become a mainstream systems programming language?” · view on HN
Cites itmeheleventyoneSep 2020

“The renderer talk is here”

The renderer talk using a job system

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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

in “An Introduction to Data Oriented Design with Rust” · view on HN