saints row iv · rendering

Saints Row IV Rendering

How a frame is drawn: lighting technique, shadows, post-effects.

Rendering9 rows
TopicHow it worksWhere
ThreadRendering runs on its own thread, one frame behind the game logic.render_thread_main 00729ce0
APIDirect3D 11. Shaders are precompiled .fxo_pc_dx11 files.
Lighting'Inferred Lighting' (Volition's technique): geometry writes depth + normals, lights are drawn into a separate light buffer, then surfaces read it back with a filter that avoids light bleeding between objects.ir_light_* shaders
Light typesDirectional (sun), point, spot, tube lights; textured and no-specular variants; ambient volumes.
ShadowsSun shadow map with selectable projection: uniform, PSM, LiSPSM, TSM, CLB.rl_shadow_system
Ambient occlusionSSAO (single-frame and temporal) plus analytic AO boxes/ellipsoids.
EffectsParticles, decals, distortion, refraction, fog volumes, skybox and star field, reflections.
Post-processingHDR with eye adaptation, bloom, god rays, depth of field (with bokeh), motion blur, colour grading (LUT), outlines, x-ray, the Matrix 'ASCII' look.
Frame stepsBegin frame -> draw world -> draw UI -> end frame -> present.renderer_begin_frame 00735d90 ... renderer_present_and_flip 00736320

Built from SR4_Game_Explained.xlsx (650 KB), if you'd rather filter it in Excel. SaintsRowIV.exe v1.0.6.1 (Steam). Names are ours unless they're Volition's own Lua or C++ class names.