Performance always matters, even for the demo, so tight 'froxel' culling was implemented so that every pixel doesn't have to check every capsule. With Warframe, we have a lot of enemies...
Subtle upgrades too. With new realtime 'hard shadows' - the sharp sun shadows look great but indoors looked weird. The crew implemented 'capsule soft shadows' like The Last Of Us published. Now characters had shadows that better matched indoor 'soft/baked' lighting.
Here's the first version of the cameras showing a few. Fun! We intend to ship with multiple views but last minute we simplified the external camera controls for the high pressure demo situation we put SpaceTeam & FishTeam under.
@venomwraith Yes
Damn - I meant to say "Days Gone" here. 🤦♂️Both games are brilliant, though! Thanks for correction.
@alytlebird Yes, sorry :(
@TennoMayCry Yes!
Realtime shadows (optional for toasters) is really the biggest visual improvement/performance cost here. The rest of the higher quality lighting, reflections, simple realtime lights are things most of you already 'pay' for, soon will get quality like this. Exciting times ahead!
*Day* before TennoCon we were talking about BSG and Interstellar cameras. I had to try. Aside from Squad Link, it became my favorite thing about the stage demo... it really rubs your nose in the new rendering and the feel/fantasy of space flight. (ya, ignore the texture pop)
@garriola83 This is crazy aspect ratio we used for Duviri to be more film nerdy :)
@Pythoid In this case not a cone, just a line, in a loop - stepping from the current pixel toward the light source (Is this shadowed? Nope. Ok, step again, how about now? etc)
@iamhuzo HZD's gif became popular because it was so clear how it worked. But that is how everyone does it. No game engine renders anything the camera can't see (but some inefficiencies can exist).
Which is striking when you see it all running real-time... (PS: This clip is not indicative of Duviri's gameplay at all)
Color appears based on specially marked particle systems. They render a 'mask texture' that controls if something is colorful or not... also the bloom of very bright objects create color as well...
Another angle. You walk from each pixel back toward the sun direction a bunch of times and check if there is something 'in front, sort of'. You only have a depth buffer, so you don't have information for stuff offscreen or things that are behind other objects.
@S20_TBL This...this is perfect. 🏹 ⚔️
I'm not working today - but wanted to talk about Duviri Paradox rendering, just 'cause some of you like the technobabble: Here are 'screen space contact shadows' - its a hack but gives huge volume to vegetation shadows. Gone Home used this brilliantly for their foliage.
@S20_TBL: Tigrex vs. Ivara and Chroma! Place your bets! #warframe #warframefanart #MonsterHunter #CLIPSTUDIOPAINT #モンハン
@the_tayking: If you're a content creator who LOVES Warframe, our Partner and Fansite applications have officially re-opened! ✨🎉
Partne…
The script is in progress, Tenno! Stay tuned to this thread for updates.