@Captain_Aegis @sj_sinclair But seriously, Steve and the rest of our team are super busy with Empyrean, The New War and more right now. Stay tuned for the next Devstream! ❤️
*NOT* supposed to be here. LOL.
Great example of the 2 new shadow systems working together. Real time light casting hard shadows toward the upper right, and soft capsule shadows giving great, soft contact shadows in the darker (bounce light only) region in the middle. PS: Duviri horse supposed to be here!
Squad link isn't just about ship/ground. We had another moment w/solo player participating that we had to cut for time. Our goal is interesting opt-in squad/solo cooperation across mission types/tiles (old and new). Might be our weirdest, most challenging feature 'stretch' yet.
We're taking a look at this.
Like Empyrean/Squad Link - this new stuff is built to lift everything up. Old and new content just looks better. If you have low spec, you opt-out. Artists don't need to rebuild the game. Truthfully though, it will require lighting artists and material tweaks to really sing.
On 2019-07-05 at 10:29 AM, BlueKnight35 said: This sound glitch always goes on and it goes very high sometmimes
This sound glitch always goes on and it goes very high sometmimes
Did verifying and optimizing the cache help with this?
Lastly (I think) - here's a long but interesting view of GPU work to assemble one frame (from the plains). You can see first the sun shadow rendering from the sun's 'viewpoint' at the beginning.
For rendering, while I love techtalkin'/renderhacks/visualtricks, it exists only to serve artistic goals. It enable's our team's designs and work to come through less encumbered by technical compromise.
For even more performance, these 'soft/low frequency' calculations can happen at a resolution lower than the rest of the game. Up scale it up with simple tricks so no one cares.
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.
Damn - I meant to say "Days Gone" here. 🤦♂️Both games are brilliant, though! Thanks for correction.
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)
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...