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REAC 2025 Anvil Rendering Architecture

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Nicolas Lopez, Michel Bouchard

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Description

This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across multiple productions, including Assassin's Creed Shadows.

It covers the move from forked Anvil lineages such as Scimitar, Blacksmith, and Silex into one shared branch, plus modularization pressures around shaders, PSOs, and package boundaries. Topics include Sharpmake-based solution generation, package pass registration in the frame graph, GPU-driven mesh pipelines, shader binding, profiling and Platform Manager data-driven tuning, and build or asset-store workflows for large teams.

It is for advanced engine architects and rendering programmers working on multi-title codebases. Experience with AAA C++ engines, frame graphs, and shader pipelines is expected.

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

It is useful when comparing how a shared renderer balances flexibility, divergence control, and shipping cost across concurrent games.