This is the last of our CitizenCon coverage from Sunday. Following this interview with Erin Roberts, we flew up to San Jose to tour a few of the hardware manufacturers located in the area. We'll likely have some coverage of those visits online within the next 2-3 days, for folks looking for a return to hardware industry discussion and architecture dives. A few reviews are also pending publication, likely going live next week.
We try to focus on technology at GN, as always, and so spent our previous interview talking about parallax occlusion mapping and 64-bit engine technology. We think that this is interesting and useful information to learn to better understand GPU interactions with game engines, hopefully better painting a picture of what's going on behind the GPU shroud. With Erin Roberts, Studio Head for the Foundry 42 UK branch, we discussed procedural generation edge blending for planets v2 (also defined here), development timelines to build the demo shown, and workload distribution between studios.
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