Alan Wake 2, the second AAA-class game after Cyberpunk 2077, in which the trace of the track was implemented, once again stunned the latest evolution of the NorthLight engine, creating what some call the most visually impressive game created today, and this is also large True for the version without tracking the path.

After the commendable launch, Remedy Entertainment explained some technical features of the project, especially with regard to the integration of mesh shaders (Mesh Shaders) and DLSS 3.5 in Alan Wake 2, as well as a comment on a huge potential winning performance from Work Graphs in future games.

Aalto tattoo, leading graphic programmer, Remedy Entertainment:

To achieve high geometric details during rendering, it is extremely important to choose the geometry that affects the image and draw only it. In combination with cutting off occlusion based on the graphic processor, mesh shaders provide a very effective and simple basis for using the power of the graphic processor where it is necessary. In Alan Wake 2, we not only began to use mesh shaders, but also rewrote the entire conveyor of the rendering of geometry, ranging from the determination of the material and ending with the rejection and rasterization of the triangles. An increase in geometric complexity in Alan Wake 2 is the sum of many technical achievements in combination with a lot of work by the authors of the content to guarantee that each triangle matters.

When asked about the implementation of DLSS 3.5 (Ray Reconstruction) in the Northlight engine Tattoo Aalto answered the following:

We enjoyed great pleasure from close cooperation with the team of incredibly experienced NVIDIA engineers in ensuring the work of DLSS RAY Reconstruction with Alan Wake 2. The algorithms underlying Ray Reconstruction are obviously difficult, but we were deeply confident in the technical and visual perfection of people who participated in the tuning of algorithms for Alan Wake 2. The word “complex” is not the best way to describe efforts, but a lot of hard work and dedication was invested in ensuring that the Ray Reconstruction worked and looks as good as it is now. Remedy has been cooperating with NVIDIA for a very long time, which greatly facilitates the work.

In June, Microsoft announced a new important D3D12 function called Work Graphs. Aalto shared his opinion on potential application in games.

Work Graphs is a natural next step in transferring hard graphic work from CPU to the GP, and we look forward to when sending GP -based work will be adapted to all target platforms. The connection between the CPU and the graphic processor for a long time is the main factor in the reduction in performance in real -time applications, such as games, and we saw a significant increase in performance in Alan Wake 2, when more calculations were fully performed on the graphic processor. More detailed control over the planning of the graphic processor guarantees the reasonable use of all accessible power of the graphic processor. The disclosure of something like this is very important and can be used in many algorithms that we launch in NorthLight.