00:00Untertitelung des ZDF für funk, 2017
00:30Untertitelung des ZDF für funk, 2017
01:00Untertitelung des ZDF für funk, 2017
01:02Untertitelung des ZDF für funk, 2017
01:04Untertitelung des ZDF für funk, 2017
01:06Untertitelung des ZDF für funk, 2017
01:08Untertitelung des ZDF für funk, 2017
01:10Untertitelung des ZDF für funk, 2017
01:12Untertitelung des ZDF für funk, 2017
01:14Untertitelung des ZDF für funk, 2017
01:16Untertitelung des ZDF für funk, 2017
01:22sondern untertitelung des ZDF für funk, Brisbane
01:24Wir haben uns versucht, um die Natur zu ermöglichen, in der beliebige Weise zu lösen.
01:33Und nicht nur auf eine Planetary-Scalte, sondern auch auf unser Level von Detail.
01:46Mit Genesis haben wir eine komplett Paradigm-Schiff in wie wir tun haben.
01:51Die Biomaten sind nun aufgrund der Physikale Datasets,
01:56mit den Asseten zu sparen, wenn und wo, die richtige Kriterien sind.
02:06Wenn man eine Bäume oder eine Meadow sieht,
02:09ist es nicht mehr, weil ein Arzt painstakingly es da ist.
02:13Es ist jetzt, weil er einfach nur da ist.
02:16Es befindet sich in unseren Regeln.
02:21Genesis also ties into our other gameplay systems.
02:25Our new planets are built from the information we create for our different datasets.
02:32Like height maps, humidity, temperature, soil types, soil amounts,
02:36geology erosion data, to name but a few.
02:39Das heißt, wir können jetzt herausfinden,
02:43wo wir die Valuable Minerals finden,
02:45als die Geologie sieht, wie es wäre, wie es wäre, für sie.
02:50Wo die Schriepfels existen,
02:51wo die Scheer Cliff Fasen,
02:53und wo die Rocken sind,
02:55über die Zeit, wegen der Erosion.
02:57Das heißt, diese neue Tools,
02:59die wir noch die Möglichkeit haben,
03:01die Beziehung und das Gefühl haben,
03:03die wir wollen.
03:04Die Attention zu Detail,
03:05von der größten Mountain,
03:07zu der größten Flower,
03:08ist noch unsere Core DNA.
03:12Mit Genesis,
03:13we can now keep that detail orientated mindset
03:17as we focus on the quality,
03:19and it provides the quantity.
03:26Genesis provides our planets
03:27with the ultimate sense of exploration and adventure.
03:31Discovery in the purest emotional form.
03:34We want you to find that perfect place
03:36with the planets providing an abundant resource to harvest.
03:40This is a major part of what exploration is for us.
03:46We want that feeling of finding a corner of the universe
03:48that you'll fall in love with,
03:50and where you want to settle down
03:52and build your home.
03:57Now I'm going to hand you over to Will
03:58to go deeper into what we have built
04:00that allows Genesis to realize our vision.
04:04As a reminder,
04:05some of the visuals you'll see
04:07will evolve and change
04:09as we continue our technological development
04:12and hone in on the final look for Nix.
04:19Thanks, Ian.
04:20So in case it's not already clear,
04:22Genesis is our name for a group of technologies
04:24that are improving our ability to build worlds,
04:27refining those that we've already created
04:29and ultimately expanding our persistent universe
04:31to the scale and quality that we all expect.
04:33I work on Planet Tech,
04:35so let's talk about how that's continued to evolve
04:38since our presentation last year.
04:40And instead of just highlighting some really cool biomes
04:43that we can create,
04:44let's go ahead and show how all this work applies
04:47to the upcoming planets of Nix.
04:49So there are three planets in Nix.
04:53Nix 3 is a gas giant and I think it's blue?
04:58It's not going to surface, I don't really know.
05:01Nix 2 is a yellow, toxic, it's got like this high pressure atmosphere
05:10and it's like a very volatile planet with high risk reward gameplay.
05:14It's going to have some really interesting biomes for you to discover,
05:17but for now just know it's going to be dangerous
05:20because today we're going to focus on what we consider to be the hero planet of this system.
05:33Nix 1 has got a rugged, remote beauty.
05:37It's got a diverse set of biomes from weathered, rocky mountain ranges
05:41to vast, sweeping forests and grasslands
05:44and from damp, expansive wetlands to claustrophobic, festering swamps.
05:52These core biome concepts give us a fantastic platform to hone our technology.
05:57In some cases, because the current tech couldn't do them at all
06:00or because we want to completely step up our game for them.
06:06So, let's approach this planet in much the same way that you, the player, will.
06:11From orbit.
06:13The orbit appearance of the planets going forward
06:16is far more tied to what is present on the surface.
06:19Previously, we had different data that drove the orbital and ground colouring.
06:25That's because the orbit was designed to look like vegetation that we'd place on the surface
06:29and the ground colouring was trying to be a mix of soil, rock
06:32and the organic compound colouring that forms the kind of colours there.
06:38Now we author much more of the data in a unified way.
06:43When you look at Earth, you see blues and greens for ocean and vegetation
06:47and brown or yellowy tones for sand and soil.
06:50We wanted to keep it as simple as that.
06:52The same set of textures and data that define the colour of the soil, sand and rock
06:56on the ground are used to create the orbital look.
06:59We then assess the presence of vegetation and competition between different species
07:03on each part of the planet and use that to blend in tones of green,
07:06including variations due to species health and the current season.
07:12This creates a far more complete image
07:15and allows you to identify features, geologies and potential points of interest
07:19all the way from space.
07:20Let's go down to the surface and start with something closer to what you're used to,
07:26but in a whole new light.
07:38When we approached the surface of the planet,
07:41we wanted to start by focusing on just the soil and rock.
07:44One of the things that was missing from our terrain previously was simply feature complexity.
07:51Looking at our contemporaries, we lacked detail at the ground scale.
07:55To combat this, we've added a new layer of data.
07:59That layer is called the medium tiles.
08:04These are intelligently placed on top of the existing 4km terrain tiles
08:08based on slope, soil type and other erosion data.
08:13And these medium tiles don't just create height changes.
08:17They also bring in local erosion data, both for soil and bedrock size values.
08:22And this gives us a whole new level of terrain detail, of scale
08:27and allows us to create far more unique locations across the planet.
08:31So now that we've nailed the surface, let's have a look at adding some rocks.
08:35We've now got two major contributors to the rock content of our planets.
08:40Firstly, long desired feature, cliffs.
08:44We are adding large scale, very detailed to all our cliffs based on the geology at a given location.
08:50This adds an exciting new dimension to steep slopes that we simply couldn't get before.
08:58The second is a big one for you ground vehicle enthusiasts.
09:01Rocks are now found not scattered everywhere, like spilt popcorn at the cinema,
09:06but only in places you'd expect to find them,
09:09thanks to a brand new rock scattering algorithm that isn't annoying as hell.
09:15Using physical data generated for each large and medium tile,
09:20now rock distribution makes sense and has a physical basis.
09:23So if you're still crashing into them after this comes out, that's on you.
09:32The rock assets themselves have had a glow up too.
09:35We now create rock sets related to a particular geology that look like they originated from the same source.
09:42And this ties into how we'll be distributing mineables in much more interesting ways too.
09:46So now that our base terrain and rock scattering looks good, let's add some vegetation and explore some additional biomes.
09:58Next one's forests and grasslands are full of trees, various grass species, rock formations.
10:12And they're found in all sorts of elevations like mountain valleys, open plains and dense meadows.
10:18And when we start to add a bit of fresh water, they begin transitioning into more wetland type biomes.
10:31And while forests are super cool, let's focus on the grasslands and wetlands today.
10:41So, how are we making these look so great?
10:44Obviously, we've had grass before, but never meadows of it.
10:50Because until now, we haven't been able to spawn grass in large enough quantities or effectively represented at distance.
10:58So we're stepping up our game in terms of spawning, shaping and shading grass.
11:05With Genesis, we now leverage GPU spawning to create vast quantities of assets across all biomes.
11:11Whether it be dense meadows or more complex collections of ground cover like you can see in these wetlands.
11:21We are also able to fit our grass tiles to the ground by conforming them to the unique terrain underneath.
11:27Now we can finally cover complex terrain shapes with grass and ground cover assets.
11:32And as a result, they are now gravity aligned, meaning each blade is oriented as you'd expect and not sticking out like before.
11:37Next, let's take a look at how we light our grass.
11:47Now, as in real life, the shading of a grass blade or indeed a whole field of grass is lit very differently to like a flat surface.
11:54We now use a solution that shades meadows of grass far more like fur or hair.
12:00And this, if you think about it, makes sense.
12:02At a distance, a field of grass is far more like a carpet or cloth than a flat surface.
12:08This improves how our grass looks from a near perspective as well as bringing us nicely into how we're solving the distant representation of grass.
12:15So, let's talk about the distance problem.
12:20One of our biggest achievements with Genesis is allowing us to build beautiful biomes out of floor and geology assets like a building set.
12:30Like, can I say Lego?
12:32No.
12:33Too late.
12:34But in the past, this broke down very quickly when objects simply disappeared when viewing the same biome from 10, 20, 100 kilometers away.
12:44Because we don't hide planetary transitions and allow you to view complex regions from very large distances,
12:51there are almost infinite perspectives from which you can see a location in Star Citizen.
12:54So, how can we afford to evaluate complex spawning logic at runtime for the entire swathes of the planet?
13:02Enter the Virtual Terrain.
13:06Virtual Terrain, or VT for short, is how we now cache and represent our terrain at varying scales.
13:13This has been the enabler of all of the lovely advances in terrain complexity and asset spawning we've shown so far.
13:18And it's also how we now evaluate and represent vegetation from a distance.
13:27When creating the VT for each part of the terrain, we assess if vegetation has covered the ground.
13:33And if so, what shading should be applied.
13:36For all of our biomes, we're now able to use the same shading model for the distant representation as the close-up asset.
13:42Whether that's our lovely rolling hills, some more dramatic rockscapes, those muggy wetlands, or even our festering swamps.
14:01So, yeah, we didn't forget about the swamps, and they're coming to the next one as well.
14:05Built using the lessons learned and all the technologies we've developed, these swamps now spring into existence from the planetary data.
14:15This biome combines all of the elements from the other biomes we've shown you today.
14:20From water interaction, then to spawning, unique ground coverage.
14:24And I think it creates something really unique.
14:27Anyway, that's our update on the Planet Tech portion of Genesis, and how we're using it right now to sculpt the identity of Nyx1.
14:48And I hope you're as excited as we are to explore this and everything we haven't shared yet next year.
Kommentare