Uploaded August 2017 | Updated September 2026, 11 hours ago
My short rendering breakdown video of Crysis 2. We have a look at an early DX11 game. Actually, DX11 support was only added in a patch, so the render pipeline doesn't have compute workload, but tessellation shaders were added for example.
I will probably stick to this more shorter video format...
My short rendering breakdown video of Crysis 2. We have a look at an early DX11 game. Actually, DX11 support was only added in a patch, so the render pipeline doesn't have compute workload, but tessellation shaders were added for example.
I will probably stick to this more shorter video format...


![[Wicked Engine] Standalone build, switching to Vulkan
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Get the source code from Github: https://github.com/turanszkij/WickedEngine
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Follow me on Twitter: https://twitter.com/turanszkij [Wicked Engine] Standalone build, switching to Vulkan](https://i.ytimg.com/vi/YNYCGlistBE/mqdefault.jpg)


![Wicked Engine - Area Lights [C++][DX11]
I show off my Area Light rendering implementation in Wicked Engine. It is based on these two presentations:
- Moving Frostbite to Physically Based Rendering: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- Real Shading in Unreal Engine 4: http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
Wicked Engine repo: https://github.com/turanszkij/WickedEngine
Devblog: https://turanszkij.wordpress.com/
Music: Who Am I - Peace Orchestra Wicked Engine - Area Lights [C++][DX11]](https://i.ytimg.com/vi/ZLA47y_u7rM/mqdefault.jpg)




