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OVERVIEW

During the shutdown period of Forza Motorsport, we observed that environment render times were higher than expected. I collaborated closely with both the rendering and environment teams to ensure that every track achieved optimal performance targets—running at 4K 60fps on Xbox Series X and 1080p 60fps on Xbox Series S. Aligning all the teams on necessary optimizations was a challenging process, but we worked through it together—with the environment artists only joking that they cried a few times along the way.

RENDER TIME

Process for Addressing High Render Time Issues:​

  • Review performance reports to locate the general area of concern.

  • Use in-game debugging tools and Microsoft PIX captures to analyze the problem.

  • Determine which discipline (e.g., environment, lighting, VFX) is contributing to the performance bottleneck.

  • Consult with the Art Director to ensure that any potential optimizations do not compromise critical visual elements.

  • Collaborate with the art team to adjust or reduce content as needed.

  • Focus on achieving performance improvements without sacrificing visual quality.

MEMORY BUDGET

As Forza Motorsport is a flagship title for the new console generation, all content teams were pushing to maximize the available memory budget.​ One of the main challenges was managing texture memory effectively. Texture Memory Management in Forza Motorsport:​

  • Collaborated with the Art Director to identify areas with below-average texture quality.

  • The Tech Art team collaborated closely with the Systems team to identify texture memory bottlenecks.

  • Implemented a priority-based system to rebalance and optimize texture usage.

  • Ensured that the most critical assets maintained visual fidelity while staying within memory constraints.

RAY TRACING GI

​Shipping Ray Traced Global Illumination (GI) Feature:

  • Primary target was high-end PC platforms, but performance remained a key consideration to broaden the feature’s accessibility.

  • Worked closely with Josh Marvel (CG Supervisor) and Carmelo J. Fernández (Principal Graphics Engineer) throughout the process.

  • Used NVIDIA Nsight to analyze shader performance bottlenecks.

  • Implemented targeted shader optimizations to improve efficiency.

  • Improved performance without compromising visual quality, helping more players experience the feature.

© 2025 - ZHENGYU YE

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