~/talk

Design and Rendering Strategies for Blockbuster VR Games - Batman: Arkham Shadow

Talkat Game Developers Conference 2025 · 2025-03-17..03-21· [webxr, web-performance]
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Camouflaj ships Batman Arkham Shadow on Meta Quest 3 using Unity 2022.3 with a custom render pipeline and Vulkan, targeting 72 FPS (~13.89 ms). Most lighting is baked: directional lightmaps gain specular by sampling a dominant direction and filtering false highlights with a luminance mask; dynamic objects use SH light probes plus artist-tuned custom probes. Real-time is rare but uses subtractive mix lights for characters, while scalable “fake shadows” use decal/projective volumes (later enhanced with depth reads). Reflections use cube‑map normalization and reflection proxies to match local lighting.

AI-written summary · about

  1. 0:00Introduction
  2. 0:41Manta Mantras
  3. 1:05Preserving authenticity
  4. 1:35Striking balance between “new,” “better,” and “same”
  5. 3:49Embracing an “easy to learn, difficult to master” philosophy
  6. 5:16Combat design
  7. 7:59Meeting player expectations
  8. 8:40Designing players’ avatars
  9. 9:07Designing environments
  10. 12:04Technical background
  11. 12:39Baked lighting for static objects
  12. 15:52Baked lighting for dynamic objects
  13. 17:21Realtime lighting
  14. 19:01Mixed lighting
  15. 21:16Realtime shadows
  16. 26:08Reflections
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