Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engines’ multithreading architectures have moved away from system-level thread parallelism to fine-grained task and data parallelism to optimally take advantage of all available resources.

In this talk we will delve into the architecture of the renderer that Bungie developed for Destiny, a fast-paced shared world shooter for PlayStation 4, PlayStation 3, Xbox One and Xbox 360. This architecture is designed to deliver low-latency, efficient execution across multiple platforms. We believe that the details of our approach, the successes and challenges encountered, and lessons learned will benefit anyone working on a multithreaded renderer for their own games.