00:04I'm Stuart Campbell, I'm the Art Director on F1 2018
00:07and I'm here at Silverstone today to talk to you about the big visual improvements in the 2018 game.
00:16The first thing I looked at when I joined the project was where F1 2017 was visually
00:21and where we could make the biggest visual wins in the timeframe that we have.
00:24The biggest win for me this year has definitely been the atmospheric system.
00:27Last year we only had a very simple height fog but this year we've got a full atmospheric system
00:31that gives a greater sense of depth in the scene
00:33and it makes for some really stunning vistas on some of the new tracks like Hockenheim and Paul Ricard
00:38and also on some of the tracks like Spa and Austria where you've got extensive views.
00:43The atmospherics really helps connect the sky and the ground together
00:47and it really makes a much more cohesive image.
00:49The sky in our game can take up 30-50% of the frame so we need to spend our
00:53budget on that,
00:54it's a huge bit of real estate.
00:55So even on a clear day we wanted to make sure that the sky was never boring.
00:59We always have some interest whether that's high level cloud or some jet trails
01:03there's always a little bit of detail, a little bit of interest there for you.
01:06The new cloud tech makes our clouds far more believable.
01:09We've got proper response to light direction now, proper density to clouds
01:13and you've got a much better sense of direction where the sun is
01:17and where the opposite side of the sun is and how the light reacts from one side of the sky
01:20to the other.
01:21We use something called image-based lighting.
01:24So everything that comes from the sky and clouds gets fed back onto the track lighting
01:27so any improvements we make to sky and clouds is felt right across the game as a whole
01:31and it makes a massive difference to the fidelity of the tracks.
01:34In terms of the weather and how the new cloud system affects that,
01:38the cloud shapes themselves are far more believable.
01:40They sit much better out onto the horizon but they also have much more contrast
01:43and much more response to light.
01:45So when wet weather rolls in you get this real angry storm feeling in the sky
01:49and when it rolls away you get some lovely clear views with high level clouds
01:53and contrails and things in the background.
01:55Another one of the big features on the track are the trees.
01:58Some of the tracks have a lot of trees but again the trees sit right in that central band
02:02where your vision is focused most.
02:04So it's important to get the trees right.
02:05The 2017 game was a little bit flat in the trees so we've added a lot more form.
02:11We've got some new shaders on the trees and as they roll off into the distance
02:14we've got far more light response even into our background low level trees.
02:19All of this makes for far more interesting vistas again
02:22and in combination with the work on the atmospherics and the sky
02:24all of that creates a much more consistent package.
02:29So the Environment Art team this year have spent a lot of time really updating the race corridor.
02:34that's everything from the fences and the barriers, the arm cores, to the track materials themselves.
02:39The game uses something called physically based rendering and that allows us to create materials that are very believable.
02:45You should be able to basically look at any material in the game and be able to tell how that
02:48feels just by looking at it.
02:50Whether it's tarmac, glass, metal, wood, whatever it is, the surface response should be correct to what you see in
02:56real life.
02:57One of the most iconic things for me about F1 as a sport is seeing that heat haze on the
03:01start straight.
03:02The heat rising from the track, from the engine exhausts and then the mirage effect that you see reflecting on
03:07the track.
03:08We've added a full heat haze and mirage system to our visual effects for this year
03:11and it makes a huge difference in the replay cameras and on track when you're racing.
03:16Another one of the new visual effects features is the dust effects off the racing line.
03:20So you'll find that when a car travels just off the centre line there's a lot of dust that sits
03:24on the track.
03:25The cars will now release that dust into the air so you'll get a visual feedback when you're actually not
03:30on the most accurate line that you should be.
03:33That dust will disperse as the race goes on as it naturally leaves the track
03:36and if the rain comes on obviously it neutralizes the dust as well.
03:41Our key visual goals with F1 is always to make it as authentic and realistic as we possibly can
03:46and the cars are a huge feature of the sport.
03:48Our vehicle artists go to great lengths to scan the cars in extreme detail.
03:52They then take this scan data back and they use it as a reference check when they're modelling vehicles.
03:57They can check every single little detail out and make sure everything's in the right place
04:00from a bolt to a screw, everything's accurately represented.
04:04Character rendering is one of the biggest things we wanted to tackle this year
04:07so we wanted to get the quality really up in this area.
04:11We've got a brand new character skin shader and brand new hair rendering as well.
04:15The skin itself interacts with light in a very specific way.
04:18We've got something called subsurface scattering that depicts how the light moves through the lights of your ears
04:23and the edges of your skin and we've recreated all of that in our shader.
04:27The characters in the game all come from 3D scan, whether it's the drivers in the game
04:32or whether it's our key characters like the agent or our new reporter character.
04:35The improvements to the game lighting in combination with the character shader
04:39have had a huge impact on making our characters far more lifelike than they've ever been
04:42and I think everyone will really be pleased when they see the results.
04:45Our previous titles all had very simple facial animations
04:49but this year we've added a new morph based animation system
04:52and what this does is it accurately recreates all the muscles inside your face
04:56and creates correct face shapes in line with the game audio
04:59which makes a far more believable and realistic result.
05:02For the 2018 game we created a brand new cinematics department
05:06who work exclusively on the game's cinematic spaces.
05:09So that's everything from the brand new R&D room that we have
05:12to the agent's office, to the interview spaces that we've built for the meet the press work.
05:17Having a team dedicated to this has allowed us to spend a lot more time
05:21and get much higher quality results.
05:23F1's a glamorous sport, there's a lot of build up to the races,
05:27there's a lot of things on the periphery of the sport that make it such a huge occasion.
05:30So we've recaptured some of that with things like fast jets flying over the track before races.
05:36everything to try and make you feel a bit more immersed in the experience as a viewer and as a
05:40player.
05:41The F1 2018 season has had a huge visual rebrand, it's got an exciting fresh new look
05:45and we'll be looking to bring that into the game as much as we possibly can
05:48this year and going forward into 2019 and beyond.
05:51Our aim this year was to create as big a visual leap forward as we possibly could.
05:55We made improvements to the sky system, the clouds, the atmospherics and game lighting as a whole.
06:00We have much more authentic track materials,
06:02we've added a lot more detail to armcos, to rumbles, to fences.
06:06Everything's about creating a far more authentic and realistic experience.
06:10And when you see this side by side against the 2017 game, I think you'll see a huge lead forward.
06:15I'm Brad Porter, lead audio designer on F1 2018.
06:19Every year we update our engine bundles, we make them as realistic as possible.
06:23We try and make them as close to broadcast as possible, which is what a lot of fans ask for.
06:28We've been over to tracks such as Abu Dhabi, Barcelona and Paul Ricard over the last year.
06:34Working directly with the F1 teams, going into the garages with them on test sessions.
06:39Marking up the cars on board with our new radio gear.
06:42And then we're standing at the side of the track for externals.
06:44We're in the garages recording ambisonics, we're out in the paddock, we're out in the pit lane.
06:48We've overhauled the distance tones this year and we're no longer just filtering out the bundles anymore.
06:54We're actually getting authentic sounds of F1 cars at distance and blending between the onboard and the external shots.
07:01And it's created a far more believable broadcast sound.
07:03We've overhauled the reverb system this year, so we're now using positional reverb.
07:08It actually sits in the world where it's supposed to be now instead of being 2D.
07:12We've also overhauled the reflection system now.
07:14So on a subconscious level, it gives the player an indication of how close to barriers or other objects they
07:20are.
07:20All the music is now mixed and mastered in surround.
07:23We wanted the music to feed into the expensive nature and tech of the world.
07:28So you'll notice one organic soundtrack throughout the front end.
07:32The submenus all follow one coherent theme, but there's slight differences between each menu.
07:37So we're trying to feed in with things like time trial, you'll hear little bits of ticking in the music.
07:42When you go into the options menu, we drop everything down and just have a subtle piano so you can
07:46concentrate on moving your settings around.
07:48From an audio point of view, the game is now sounding far more believable and far more authentic.
07:52Quite realistic.
07:53So slowly by having the time going on.
07:56Very telescopic.
07:57And apparently, it hasn't passed on nopinه.
07:58We don't want to ruin it.
07:58sahaja Pulp acoustic. Hyek. Or did
07:59the element of electric. It's amazing. All
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