Development Blog Update - Anatomy of a Scene

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  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1730394:date=Oct 2 2009, 09:31 PM:name=Zeno)--><div class='quotetop'>QUOTE (Zeno @ Oct 2 2009, 09:31 PM) <a href="index.php?act=findpost&pid=1730394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And all this is repeated +-40 times a second? Wow
    Great work, Max.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I sure hope it's not -40 fps.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1730395:date=Oct 3 2009, 04:43 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Oct 3 2009, 04:43 PM) <a href="index.php?act=findpost&pid=1730395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I sure hope it's not -40 fps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you guys are nuts - anything below 60fps is unplayable
  • vrexvrex Join Date: 2009-10-03 Member: 68931Members
    Looks great! Would love to get some performance numbers. Is the engine using/going to use dx10/dx11?
  • HamletHamlet Join Date: 2008-08-17 Member: 64837Members, Reinforced - Shadow
    edited October 2009
    Thanks for the info.
    Here is my question: Will you add support for Tesselation?
    Have a look at this (it's a German magazine, I know, just have a look at the pictures):
    <a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>

    The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.
  • vrexvrex Join Date: 2009-10-03 Member: 68931Members
    <!--quoteo(post=1730399:date=Oct 3 2009, 07:59 AM:name=Hamlet)--><div class='quotetop'>QUOTE (Hamlet @ Oct 3 2009, 07:59 AM) <a href="index.php?act=findpost&pid=1730399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the info.
    Here is my question: Will you add support for Tesselation?
    Have a look at this (it's a German magazine, I know, just have a look at the pictures):
    <a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>

    The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Tessellation like that requires DX11 and dx11 cards (hd58xx, nvidia gt300). So if ns2 supports DX11 then it will probably support tessellation.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    Nice work, I expect it to be quite a bit of math and logic that is required to produce the final output.
  • OnozkiOnozki Join Date: 2005-04-20 Member: 48948Members, Reinforced - Supporter
    Althought i dont get it at all, it looks superb!
    Why do i think, this game crossed the point for being able to be played in alpha while ago?
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Damn that video almost excited me sexually. Had a go at building my own 3D game engine once (needless to say it wasn't very good) seeing the break down of the different rendering layers is enlightening now that I don't get much chance to read up on it what with work :'(. Great work Max!
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Would be nice if the Dev's would make the graphical Settings very customizable with a preview screen to check the performance.

    Nice vid, but i expected more.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    edited October 2009
    <!--quoteo(post=1730404:date=Oct 3 2009, 09:22 AM:name=Onozki)--><div class='quotetop'>QUOTE (Onozki @ Oct 3 2009, 09:22 AM) <a href="index.php?act=findpost&pid=1730404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Althought i dont get it at all, it looks superb!
    Why do i think, this game crossed the point for being able to be played in alpha while ago?<!--QuoteEnd--></div><!--QuoteEEnd-->

    They have most likely passed the Alpha stage but won't release it just yet.

    Because everything is part of the plan.
  • lillbrorsanlillbrorsan Join Date: 2003-08-21 Member: 20060Members, Constellation, Reinforced - Shadow
    Nice to see some more behind-the-scenes videos being posted, the engine certainly is a good way to make some nice wallpapers :>
    Now to keep waiting for that first playtest :D
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1730413:date=Oct 3 2009, 09:32 AM:name=lillbrorsan)--><div class='quotetop'>QUOTE (lillbrorsan @ Oct 3 2009, 09:32 AM) <a href="index.php?act=findpost&pid=1730413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now to keep waiting for that first playtest :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    *sigh* I wish more people could be like this guy.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    So as I suspected the lighting and colour correction values were specific to the scene, literally showing the Marine character models in a 'better light' (see 0:27s for the subtle pointlights added in between the Marines to cast interesting orange rim lighting along their backs according to what looks like the <a href="http://www.3drender.com/light/3point.html" target="_blank">3-point lighting</a> scheme). I don't have a problem with that because every other game under the sun does this. It's just important that the viewers are aware that this scene has been slightly tweaked for demonstration purposes.

    I am impressed at the atmospheric effects and hadn't heard of a Gloss map before.
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    Great breakdown video, thanks for posting.

    A note on the lighting, is the engine using Deferred shading?
  • -WildCat--WildCat- Cape Town, South Africa Join Date: 2008-07-19 Member: 64664Members, Reinforced - Shadow
    Awesome! I love this sort of tech video. The Ambient Occlusion is subtle but really adds an a huge amount to the scene.

    One thing I noticed is that the level designer appears to have left a gap between two of the meshes that make up the wall behind the marines. It's clearly visible in the video when the Atmosphere pass is applied.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Good thing for the color grading filter, otherwise the atmosphere trick will make everything look washed up :)
  • JzidEJzidE Join Date: 2007-12-16 Member: 63185Members, Constellation
    Great work guys! Keep it up! Waiting for the Lerk reveal also ;)
  • valkiuzvalkiuz Join Date: 2009-07-07 Member: 68066Members
    can somebody also post it up on a different website?

    coz youtube got blocked here.... (in china)


    thanks
  • n-s-a-c-cn-s-a-c-c Join Date: 2009-09-09 Member: 68729Members
    nice work :D

    it would be nice to see how they move though!
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Love it, now make them dance like a circus bear xD
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    <!--quoteo(post=1730491:date=Oct 3 2009, 03:54 PM:name=valkiuz)--><div class='quotetop'>QUOTE (valkiuz @ Oct 3 2009, 03:54 PM) <a href="index.php?act=findpost&pid=1730491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can somebody also post it up on a different website?
    coz youtube got blocked here.... (in china)

    thanks<!--QuoteEnd--></div><!--QuoteEEnd-->

    If someone else have the same problem:
    <a href="http://www.storage.to/get/zF2yXQyL/Anatomy%20of%20a%20Scene.mp4" target="_blank">http://www.storage.to/get/zF2yXQyL/Anatomy...20a%20Scene.mp4</a>

    Download and see it on your own computer.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    I'm really really <b>really</b> impressed by how good the engine seems. I guess I should have expected it with Max being some kind of coding wunderkind, though.
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    It astounds me how much of a graphical jump there is between NS1 and NS2. I really like the shadowing/lighting effects so far, very immersive !
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    Wow looks great guys!

    A few questions

    "Lighting – To determine how bright each pixel in the final image will be, the rendering engine computes a number of lighting passes."

    So I'm guessing your guys are doing pass per light?

    "Shadow maps are also used to determine which parts of the scene should be in shadow, although not every light casts a shadow for efficiency."

    So you do some kinda of occlusion query with the lights to make sure they won't bleed through the walls but dont't actually draw the shadow map?

    Can you share any details on that?

    I'm guessing SSAO can be turned off for folks with slower machines?
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    sorry to be sour as usual but it looks like your specular stuff is not working. i got the same feeling from your other media.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Oh it does work. My maps are nice and shiny.
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1730665:date=Oct 4 2009, 04:56 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 4 2009, 04:56 PM) <a href="index.php?act=findpost&pid=1730665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh it does work. My maps are nice and shiny.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Dont worry, we'll make sure they dont stay shiny for very long :D
  • valkiuzvalkiuz Join Date: 2009-07-07 Member: 68066Members
    thanks a lot paisand for uploading the movie
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited October 2009
    <!--quoteo(post=1730428:date=Oct 3 2009, 03:14 AM:name=Crispy)--><div class='quotetop'>QUOTE (Crispy @ Oct 3 2009, 03:14 AM) <a href="index.php?act=findpost&pid=1730428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So as I suspected the lighting and colour correction values were specific to the scene<!--QuoteEnd--></div><!--QuoteEEnd-->

    Do you have a source that actually says the color correction values were specifically tailored for this shot?

    They would need the color grading step in their engine, not just for this scene, or the atmosphere effects would make everything washed out. As a result, I don't think that it was specifically tailored for this scene, but instead is just part of their rendering pipeline. I also imagine the same color correction curve would work throughout the game as the lighting will always be calculated the same way, which is also why I don't think it is specific to this scene.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    So much layers! I'm gonna have a hard time making custom textures... Oh how I love difficulty!! makes thing so much more worth it!
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