Vai al lettorePassa al contenuto principale
  • 5 minuti fa
In questo nuovo video di Star Citizen viene mostrato il veicolo Argo SRV.
Trascrizione
00:06A presto
00:44A presto
01:13Whether it's sunsets or finish lines you're chasing, choose Tumbrel to get you there.
01:19Tumbrel RC's improved handling and modified controlled intake system provides you all the power you need, just when you need
01:25it.
01:33Tumbrel RC. Get in front of it.
01:39Hello, and welcome to another episode of Around the Verse. I'm Sean Tracy.
01:43And I'm Josh Herman.
01:45That was the winning entry in our recent Tumbrel Cyclone commercial contest. As always, there were a ton of great
01:50submissions.
01:51It's true. You can check them all out right now on Spectrum.
01:54Awesome. Today, we'll dive into the flowing ground traffic of R Corp, and I hear there's news about a new
01:59vehicle in Star Citizen.
02:00It's true. We'll jump into that in a second. But first, the exciting world of asset optimization.
02:05Using layer blends.
02:06You know it.
02:07It's not always about the flashy stuff in game development. We're constantly striving for ways to make our work as
02:12efficient as possible,
02:13and we've recently implemented a way to improve performance with all our characters.
02:17It's true, and better character performance means more characters on screen at a time.
02:20Yeah, it means more work for you guys, too.
02:22It's true.
02:22Oh, that's good.
02:23Here's for Stefan with more.
02:25Recently, here in LA, we did a training seminar. Basically, we took all the artists and walked through the process
02:33of performance
02:34and walked through what exactly causes bad performance and how to get good performance.
02:40One of these things that's completely crucial to rendering objects is draw calls.
02:46You need them to draw all the objects to the screen, so it's something that you have to keep count
02:52of in order to ensure that you have the best performance possible.
02:56The characters use what's called a layer blend shader and a layer shader.
03:00So the layer shader is essentially a list of materials, textures, similar to in Photoshop, how you have different layers
03:08that get stacked up.
03:09The layer blend shader is what blends all of these layers together.
03:13So the reason that's beneficial is the characters get to use these two shaders together, and we can take all
03:19of these different sub-IDs and collapse them all together,
03:22which normally every layer would be a separate draw call.
03:25So instead of the clothing being 10, 12, 15 draw calls, it's just one.
03:30One of the reasons it's important to do the performance and the profiling now for the draw calls is because
03:37later on in the development process,
03:39you have a lot more assets, and if you train the artists, they'll start making the assets correct now, which
03:46will be less assets we have to optimize in the future.
03:49So that kind of empowers the character artists to be in control of their own assets and ensure that they're
03:54making not only the best-looking asset possible,
03:57but an asset that will perform the best of its complexity, which is a huge benefit across all disciplines,
04:05because having better optimized characters increases the memory pool and the draw call pool for other assets, such as ships
04:12and environments,
04:13because everything kind of works together in regards to an overall performance.
04:17So what's great about having the opportunity to give this training session is it's not always about refining our tools,
04:23but it's also about educating our internal staff to ensure that everything from the creation of the art to the
04:31way that it draws on screen is correct
04:34and is as optimal and gorgeous as possible.
04:39So there wasn't really new technology, per se, unless Forrest, you know, giving a training is new technology.
04:43It's more of like a training initiative, and that's really important because we've got, you know, some mid and some
04:49junior guys that are coming up in the industry.
04:51You know, it might be their first product, and generally, a lot of these guys get shown how to do
04:55a thing, but they don't really know why.
04:57And this just is something that's good for their career development and everything because, yeah, our tempo is really, really
05:03high,
05:03so we can't really feed in, you know, how many different polys you've got to use, how many different draw
05:07calls you're going to do,
05:08how many different materials you're going to do for that particular character, do you want to use a shadow proxy,
05:12do you want to use...
05:12How about the new vehicle?
05:14Oh, I hear that's from a manufacturer we haven't heard from in a while.
05:17Oh, mysterious.
05:19Let's go to vehicle pipeline director John Crew and concept artist Sarah McCullough to find out.
05:23What draw calls?
05:24The Argo SRV is an entry-level, single-man search and recovery vehicle that primarily focuses around using tractor beams,
05:34so it's our first ship that has dedicated tractor beam functionality as its main gameplay feature.
05:39Lots of other ships do have tractor beams, but they're sort of ancillary for helping do their primary function,
05:45but it's a very collaborative ship.
05:48Obviously, as a recovery ship, you need someone else to be recovered.
05:51If there's not players requesting this, we'll have NPC missions to accept and take on,
05:56so there will always be something to do, whether it's NPC or players,
05:59but you can use it as a group for some of those other gameplay loops like mining or salvage to
06:03help with those.
06:04The SRV, its sole focus is purely around its tractor beam and recovering other vehicles.
06:10For me, I've never really, I suppose, done anything quite like this, which is quite exciting.
06:15It's so versatile and you don't necessarily have to pull ships either,
06:19you can pull cargo as well.
06:22So with that in mind, I had to make the tractor beam quite versatile in terms of its movement
06:27and also its radius of traction.
06:32The SRV has quite a large power plant to power the tractor beam,
06:35which is quite a power-hungry device.
06:38Obviously, masses vary hugely depending on planets and what cargo is inside the ship,
06:43but we envisage the default operating range to be around the Cutlass up to perhaps the Constellation,
06:49depending on how it's loaded.
06:51But for a single SRV, Cutlasses and that area should be what you're able to recover yourself.
06:57If there's more than one of you, you can pull it together to be able to manoeuvre larger ships.
07:02Same for the reverse for smaller, you might be able to pick up a couple of smaller vehicles,
07:07and sort of just clump them up and take them together.
07:10The considerations that went into mainly the arms of this SRV is they had to be quite versatile
07:16and they also had to move quite a significant amount,
07:21so that it didn't matter where you were or got stuck,
07:25these arms and this tractor pad could hone in and pull you up.
07:30So I had to make sure that this back section had enough room for these arms to grab you essentially,
07:36but I also wanted to make it look really like grounded as well, like cool tech and
07:41with a bit of cool hard surface as well just thrown in.
07:44As I say, I looked at real life to just see the range of movement, particularly as well wrists.
07:51I think the human body is really good to see how flexible,
07:56how flexible you are because you know you've got this great degree of movement in your own body.
08:02I think machinery as well as always trying to imitate parts of the human body,
08:08which is what I thought is in this toe arm where you want this flexibility in order to,
08:13it doesn't matter where you are or you're stuck, you've got this degree of movement that allows you
08:19to just track wherever you need to be and then hone in on it and pull it up.
08:23So I just look at real life nature and also robotics and try to ground it in reality,
08:31but also give it the sci-fi twist that, you know, is really cool and looks really feasible.
08:38We picked Argo for this ship because we wanted to expand the Argo range.
08:43We could have picked MISC or some of the other more industrial ships,
08:46but Argo we've only got really the MPUV as the sole ship there and we wanted to build that line
08:51up.
08:51So in future we can put other ships in there and we have a wider range of concepts to pull
08:57from.
08:57The Argo SRV is available to everyone tomorrow, so head to the RSI website for more details on Friday.
09:03There's also a special edition Super Hornet Heartseeker available just in time to celebrate Valentine's Day.
09:09It's a custom loadout with a thematically appropriate skin.
09:12And while you're checking that out, you can also take a look at the winners and all the great entries
09:16of our Be My Valentine card contest.
09:19Yeah, that's right. We challenged the community to design Star Citizen Valentines and as usual, the results were impressive.
09:24Yeah, I'm going to print some of these out and use them. My Valentine is going to be stoked.
09:29I sure will.
09:31Steve's going to be upset.
09:32Undoubtedly. Now let's dive into the ground traffic of Art Corp,
09:36where the Environment Art team is working on the ways to make this planet's surface look populated and busy.
09:41Here's Daniel Harris with details.
09:43I've been working on the traffic tests and it's mainly about getting this sort of low level,
09:48very small scale traffic along the city streets.
09:50So at the moment, this feature is in the early stages. We've done some initial testing,
09:56very simple geometry, very simple textures, and we just want to get the effect in and see how it works
10:01in the game.
10:03Because it sort of adds a bit more interest to the city. It's not static, you know, there's movement
10:07and you can fly around and you can sort of spot these distant lights and distant effects of glow
10:12as you fly through the city. And I think it just gives you the sense that you're in a real
10:15city,
10:15which I think is kind of important. And it's done in a simple way, but it's quite effective because
10:20we can simply have a texture that scrolls across some geometry, allowing us to do simple roads and
10:25paths through the city. The traffic itself is sort of staggered up and down, so we can add some variation
10:30in the heights. This allows us to add some simple glows that add a sense of scale and interest as
10:35the
10:35player flies over the city. Well, the traffic itself, you wouldn't necessarily see it from space. It
10:40would be from quite far up, but it'd be more sort of in atmosphere, I'd imagine. And then you'd sort
10:46of
10:46see it down up until the no-fly zone, and then, you know, that would be where you'd see it
10:50clearest,
10:50I guess. It's just a small scale effect, but I think it helps sell the city as you fly through.
10:56Thanks, Daniel. Well, that's all for us this week. If you haven't read January's monthly report,
11:00head to the website for the scanning on what all our studios have been working on.
11:03And tune in to twitch.tv slash Star Citizen tomorrow at 10 a.m. Pacific for a new episode
11:08of Reverse the Verse Live, where Jared talks shop with the audio team. Sounds like a good time.
11:14We're also currently working on revamping the selection of physical merchandise in our online
11:18store, and we want your input. Yeah, we do, so head to Spectrum and let us know what you think
11:22would
11:22make the best additions to our merch offerings. And thanks to our subscribers for their continued
11:26sponsorship. And thanks, of course, to all the backers for making our games possible.
11:30So until next time, we'll see you around the verse.
11:48Thanks for watching. For the latest and greatest in Star Citizen Squadron 42,
11:51you can subscribe to our channel, or you can check out some of the other shows. And you can also
11:56head
11:56to our website at www.robertsspaceindustries.com. Thank you very much for watching.
Commenti

Consigliato