Who are you? Jason Booth, I'm currently the graphics programmer for Disruptor Beam, and previously worked at Harmonix and Turbine. I've been in the industry in a number of roles over the last 20 years.. What kind of game are you trying to build or would like to build? Currently working on a Star Trek game. How does PBR fit into that? What use-cases do you have? We're mostly using PBR for the ships and space stations. The planets and such are all custom shaders and lighting solutions. What are the GOOD things about PBR that you like? The improved specular response, reflection probes, and more consistent material pipeline. What are the BAD things about PBR that you dislike? - Lack of control over render probe real-time rendering. I'd like to be able to reduce LOD levels, adjust draw distances, etc to make probe rendering faster. Also, I'd expect on hardware with a geometry shader that it could be done in one pass instead of 6. - Standard Shader. We don't really use it much, but it adds several megs of shader variants to the build. I'm also not a big fan of mega shaders, because they never have the options you need and lead to an explosion of shader variants at compile time. - Lack of documentation on writing non-surface shaders. I've had to dig through most of the code to find various calls, and the standard shader is no help due to the amount of options it contains. - Lack of documentation on what happens under different hardware specs, and what to do about it. Which hardware supports HDR, Linear workflow, Deferred, etc? We're basically running LDR/Gamma/Forward because it's the safest choice, though I'd much prefer HDR/Linear/Deferred. How can we make it BETTER? - Ditch the mega shader approach and approach it with a comprehensive shader graph; one that easily allows the community to write their own nodes, and exposes the types of optimizations needed for mobile (computing in the vertex shader and sending the result into the pixel shader). The standard shader places too many restrictions on texture packing, uv's and workflow for a modern pipeline. - Add temporal antialiasing and other techniques to deal with aliasing issues. Once you go PBR you tend to crank up the shiny, which tends to produce more aliasing issues that MSAA won't deal with in forward, and FXAA is just a slightly better 1/2 pixel blur for deferred. - Provide examples and documentation of all the random magic flags and various functions in the shader pipeline Do you like the PBR workflow? The specular approximation, reflection probes, and basic setup are much preferred to the old model. How do you spend most of your time working with our PBR features? Anything bogging you down? Mostly writing more optimal/customized shaders for our use cases, which mostly use our own lighting model but your specular and reflection models. When you learned to use our PBR, what stumped you or had a steep learning curve? Lack of documentation and examples of non-surface shaders.