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Today we’ll talk about the presentation given by Yana Mateeva and Marco Bouterse, both graphics programmers at Nixxes Software, during the 2024 Graphics Programming Conference. In it, they discuss the challenges of bringing a game as heavily optimized for PlayStation as Ghost of Tsushima to PC — mainly dealing with unified memory management, resource handling, and the adaptation of shaders that relied on Sony platform–specific features.
Watch the full presentation:
https://www.youtube.com/watch?v=tostM4-rK6o&list=TLGGXWlK_jZBJ1UxOTA4MjAyNQ&t=45s
By Jacobo RíosToday we’ll talk about the presentation given by Yana Mateeva and Marco Bouterse, both graphics programmers at Nixxes Software, during the 2024 Graphics Programming Conference. In it, they discuss the challenges of bringing a game as heavily optimized for PlayStation as Ghost of Tsushima to PC — mainly dealing with unified memory management, resource handling, and the adaptation of shaders that relied on Sony platform–specific features.
Watch the full presentation:
https://www.youtube.com/watch?v=tostM4-rK6o&list=TLGGXWlK_jZBJ1UxOTA4MjAyNQ&t=45s