Overview:

The talk will describe in detail the terrain rendering systems that have been developed in the production of 'Far Cry 5'. This session will cover the GPU compute pipeline used for LODing, culling, stitching and rendering the height field terrain. It will also describe the optimizations used to efficiently render the terrain at all distances. Finally, the speaker will describe how the terrain rendering architecture supports other production components, including procedurally generated cliffs and displacement geometry, to help to create a large and realistic open world.