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5 Lives Studios ha rilasciato un nuovo videodiario sullo sviluppo di Satellite Reign, il "seguito spirituale" di Syndicate che ha recentemente raggiunto il suo obiettivo su Kickstarter.
Il video si incentra in particolare su alcune tecnologie utilizzate per l'impianto grafico del gioco, tra cui nomi alquanto esotici tipo "screen space raytraced reflection post effect tech" e cose del genere.
Satellite Reign è dunque uno strategico in tempo reale ad ambientazione cyberpunk, nel quale ci troviamo a controllare una squadra di agenti speciali in varie missioni all'interno di un mondo del futuro dominato dalle mega-corporazioni.
Trascrizione
00:14Grazie a tutti, è Brent Waller, I'm the environment artist at Five Life Studios
00:17and we thought we'd show you some of the tech we've been playing with lately.
00:22A friend of ours we used to work with called Bruno Rime has his own studio called Photon Workshop
00:27and he develops shaders and post effects for Unity as well as heaps of other services
00:34but he's allowed us to get a sneak preview build of his latest post effect
00:39which is a screen space real time reflection post effect.
00:43So basically what that means is it's a bit difficult to see in this little test scene we've got here
00:47where I am now
00:48but here we have all the videos playing in the background, you have a real time reflection
00:52most games you'll see reflections in, apart from newer games like CryEngine and things like that
00:58will have a screen capture or a cube map for a reflection
01:03and that's kind of a fake way of doing it whereas this is where we're actually getting a true reflection
01:08off of surfaces
01:09what that does is it allows for a more mathematically and physically correct way of lighting environments
01:18so instead of faking things with the material properties and shaders
01:23instead the light behaves more mathematically correct to what it should in the real world
01:29so you get more realistic results
01:31it's probably a bit difficult to see from this camera point of view
01:33but let me just go into free cam
01:35you can see it's at test level
01:37lots of floaty stuff everywhere
01:39when you get down low here and have a look at it you can see
01:42really nice reflections off of those surfaces, it's all getting diffused depending on how wet or rough the surfaces are
01:50so with this post effect, the cost of making anything reflective is a one-off cost
01:54so regardless of how many things are reflecting in your scene
01:58it's the same cost as if you're just having one object in the scene
02:01because it's all done based on the resolution of the screen
02:04so you can see the road's reflective there, we've got all these signs in the background there on the road
02:08getting reflected
02:09we've got the hood of the car, they're getting reflected
02:11and even the less wet spots of the ground here in front of you are getting reflected
02:16but they're not quite as shiny as the ones behind it
02:20I've only been playing around with this post effect for probably about a day total
02:24but as you can see the results already speak for themselves
02:26so you can imagine what we can do with more time with it
02:29as for performance, let me just switch back to the in-game view
02:33I've got a fairly modest system
02:34I've got an i5-2500
02:37it's probably about two years old with a GTX 5600Ti
02:41and I get a good limit of spring up with the stats here
02:44like I'm getting 40 frames there at full screen in the editor
02:48which the editor is always slower than in a final build
02:51so you can imagine with a fairly modest system you'll get decent performance out of this
02:58as I said earlier this is just a work in progress
03:01but the post effects current features include specular reflections, glossy reflections, frenelle reflections
03:06approximate secondary bounce specular reflections, global cube map fallback for infinite and off-screen reflections
03:13light conservation, customized ray marching and diffusion patterning system
03:17on top of those that already exist he's already working on a system for integrated global illumination
03:24for real-time radiosity
03:26integrated ambient occlusion, surface continuity prediction and scene continuity analysis for improved performance and higher quality
03:33as well as metallic reflections
03:35also a big shout out and a thank you to the XStarBreeze guys who sent us copies of the Syndicate
03:39FPS
03:41we weren't able to get in Australia because it's been banned so don't tell anyone we've got it
03:44but thanks for that guys
03:48so there you go
03:49I hope you guys enjoyed taking a look at what we've been playing with
03:51and see you on the Backers Only Forum
03:53you
03:56you
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