The following is a curated list of articles where authors used GPU frame capture tools to reverse-engineer and document how various games render a single frame. Each entry dissects the rendering pipeline step by step, covering geometry passes, shadow maps, lighting, post-processing, and presentation.

GameYearAuthorArticleArchive
The Legend of Zelda: The Wind Waker2002Nathan GordonWind Waker Graphics Analysiswayback
Shadow of the Colossus2005Léna PiquetBreakdown: Shadow of the Colossus (PAL PS2)wayback
Supreme Commander2007Adrian CourrègesSupreme Commander - Graphics Studywayback
Assassin’s Creed II2009Léna PiquetBreakdown: Assassin’s Creed IIwayback
Batman: Arkham City2011Léna PiquetBreakdown: Batman Arkham Citywayback
Deus Ex: Human Revolution2011Adrian CourrègesDeus Ex: Human Revolution - Graphics Studywayback
Syndicate2012Léna PiquetBreakdown: Syndicatewayback
GTA V2013Adrian CourrègesGTA V - Graphics Studywayback
Alien: Isolation2014Gen AfanasevInside Alien: Isolation - Graphicswayback
Castlevania: Lords of Shadow 22014Emilio LópezCastlevania: Lords of Shadow 2 - Graphics Studywayback
Middle-earth: Shadow of Mordor2014Emilio LópezThe Rendering of Middle-earth: Shadow of Mordorwayback
Batman: Arkham Knight2015Balázs TörökUnmasking Arkham Knightwayback
Metal Gear Solid V: The Phantom Pain2015Adrian CourrègesMGS V - Graphics Studywayback
Rise of the Tomb Raider2015Emilio LópezThe Rendering of Rise of the Tomb Raiderwayback
The Witcher 3: Wild Hunt2015Mateusz / AstralisReverse Engineering the Rendering of The Witcher 3wayback
DOOM2016Adrian CourrègesDOOM (2016) - Graphics Studywayback
Overwatch2016Alain GalvanFrame Analysis - Overwatchwayback
Shadow Tactics: Blades of the Shogun2016KosmonautShadow Tactics Rendering Breakdownwayback
The Witness2016Thomas PouletThe Witness: Frame Analysiswayback
Slime Rancher2017David MaasA Frame of Slime Rancherwayback
Detroit: Become Human2018M. A. MoniemBehind the Pretty Frames: Detroit: Become Humanwayback
Jurassic World Evolution2018Emilio LópezThe Rendering of Jurassic World: Evolutionwayback
Ni No Kuni 22018Thomas PouletNi No Kuni 2: Frame Analysiswayback
Shadow of the Tomb Raider2018Balázs TörökUnder the Hood of Shadow of the Tomb Raiderwayback
A Plague Tale: Innocence2019Balázs TörökDissecting A Plague Tale: Innocencewayback
Control2019Alain GalvanFrame Analysis - Controlwayback
Metro Exodus2019Balázs TörökObservations about the Rendering of Metro Exoduswayback
Mortal Kombat 112019Alain GalvanFrame Analysis - Mortal Kombat 11wayback
Red Dead Redemption 22019HüseyinGraphics Study: Red Dead Redemption 2wayback
Resident Evil 2 Remake2019M. A. MoniemBehind the Pretty Frames: Resident Evilwayback
Yakuza 02019SilentYakuza 0 - Fixing Attemptswayback
Cyberpunk 20772020Hang ZhangRendering Analysis: Cyberpunk 2077wayback
Cyberpunk 20772020Angelo PesceHallucinations re: the Rendering of Cyberpunk 2077wayback
Death Stranding2020M. A. MoniemBehind the Pretty Frames: Death Strandingwayback
DOOM Eternal2020Simon CoenenDOOM Eternal - Graphics Studywayback
Mafia: Definitive Edition2020Emilio LópezThe Rendering of Mafia: Definitive Editionwayback
Minecraft RTX2020Alain GalvanFrame Analysis - Minecraft RTXwayback
Teardown2020Steven WittensTeardown Frame Teardownwayback
Teardown2020Jake RyanTeardown Rendering Breakdownwayback
Knockout City2021Ashley TaylorKnockout City Frame Breakdownwayback
Waves 2: Notorious2021David MaasA Frame of Waves 2wayback
Elden Ring2022M. A. MoniemBehind the Pretty Frames: Elden Ringwayback
God of War (PC)2022M. A. MoniemBehind the Pretty Frames: God of Warwayback
Diablo IV2023M. A. MoniemBehind the Pretty Frames: Diablo IVwayback

References / Further Reading