
Rainbow Six Siege
GameBy Ubisoft Montreal · Released Dec 1, 2015
Documents about Rainbow Six Siege
Game Developers Conference54 min
Rendering Rainbow Six Siege
Maintaining a consistent 60 frames per second in Rainbow Six Siege across diverse console and PC hardware requires a sophisticated approach to architectural optimization and resource management.
- To maintain 60 FPS during heavy destruction, the team implemented a hierarchical Z-buffer (Hi-Z) system that enabled aggressive GPU-side occlusion culling, reducing total rendered triangles by 73%.
- The engine utilizes a clustered lighting structure with 32x32 pixel cells and Z-distribution, allowing for efficient light volume culling against the Hi-Z buffer while supporting up to eight shadowed lights.
- To support low-end hardware with 1GB of VRAM, the team replaced standard DirectX 11 deferred contexts with a custom, compute-shader-driven rendering architecture that manages unified constant buffers and vertex data manually.
Game Developers ConferenceApr 2018
Companies behind it
Ubisoftdeveloper, publisher419
Tencent Holdingsowner691- UBUbisoft Barcelonadeveloper2
- UBUbisoft Belgradedeveloper5
As the documents state it.