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REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2

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Max Bukhalov, Egor Orachev

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Description

This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space Marine 2 on Saber's in-house Swarm Engine 2.0.

It covers the move from the World War Z forward-plus pipeline toward hybrid GPU and CPU instancing for dense architecture, procedural vegetation, and many interactive entities. Topics include instance data managers, static versus dynamic pools, draw preparation, and shipping lessons. The second half addresses uber-shader permutation growth and shader infrastructure for materials and lighting variants.

It is for intermediate to advanced engine and graphics programmers who ship AAA pipelines. Familiarity with modern console and PC rendering is assumed.

Access is a free YouTube recording on the Rendering Engine Architecture Conference channel, with slides also on the REAC site.

It is useful as a production case study of Swarm Engine geometry and shader systems under Space Marine 2 scale constraints.