How do they do it?

How do they do it?
youtube.com/watch?v=RgjTf41QAnY

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youtu.be/RgjTf41QAnY?t=465
youtu.be/am8hepnRAAw?t=83
youtube.com/watch?v=9ADpYQIQg1w
youtube.com/watch?v=AtC0lpKKE38
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They don't. The game's not out.

They cut down on 80-90% of their texture memory and use it for meshes instead. The usual game pipeline is to model a high poly mesh for something, then create a low poly, bake the high res detail into a normal map, then create a PBR material that uses the normal map along with albedo, metallicity, specular, roughness, etc to create a realistic material for environment pieces or props. This is very time consuming. Then once you get everything into the engine and build the levels and light them, you have to bake a lot of lighting info to textures.

What they figure out is that they can model a "mid poly" object, use bevels/chamfers on hard edges along with face-weighted normals, and get the normal mapped look without the normal map. So they don't even do a high-res mesh or any baking. Then they create fewer standardized materials for various metals, painted surfaces, grates, etc. The textures are tiling so they can just throw it on the object and it'll work. For all the little details, the nuts, bolts, panel lines, greeble, etc, they use deferred decals. They create a single detail decal atlas that lets them add as much detail as they want to every object without significantly increasing polygons or texture space. The problem with the usual method is that a lot of small details get lost in the texture maps because a little bolt will be 16x16 pixels on a huge ass space ship or building object. Meaning it's really blurry or pixelated. With the decals, the texture density is retained regardless of the scale of the object. Details remain clear an crisp. The decals "float" slightly above the surface of the mesh and are rendered in a way so that the info of the underlying tileabe texture comes through. So you get the texture/rougness/metallicity of a metal spaceship hull on your panel lines which makes it look natural. You can mask off a separate albedo map for your bolts and stuff that won't be the same color as your underlying texture.

Just use 1 gorrilion dollars.

Did they though

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Why don't other developers do this? Obviously indie ones don't have the time or talent, but other major AAA studios.

what game?

con'td

So you end up with fewer materials, as originally you have a material for every single unique texture map, and you end up with less textures overall. This lets you put all that saved memory into lighting and mesh detail.

As for lighting, deferred decals don't work so well with baked lighting. So they switch everything over to purely dynamic lighting. Alien: Isolation uses this technique and is 100% dynamic lighting. There was one instance of a baked shadow map on an exterior spacecraft because it was too big to light properly with dynamic lights. But still, it's all dynamic lighting. So you also save time and memory not having to bake lighting data to light maps.

It's a really good technique that's going to become the new normal because it cuts out a lot of time for production, as you're not making extra assets just to bake them down to lowpoly. And you're not wasting your time over UV mapping and texturing. I think they use a tri-planar material for so you can texture irregular objects without much distortion.

With ray-tracing the lighting will get much better. Right now you have to fake a lot of atmospheric effects and lighting conditions. For example, they'll add a spot light that has no physical source just to add atmosphere or highlight an area for a player. Or to correct bad dynamic lighting. With Ray tracing, a lot of indirect lighting will look better and more realistic.

I'm not asking how they made an entire game universe, I'm asking how they did a universe on that scale even though most of it is "fake". It's still 10 or 100 times larger in scope than any other game, the fact that you can go from a station in space down to a planet into a zone with AAA graphics and no loading screens is mind boggling.

Pacman.

no game, just an asset shop
star citizen

Because most devs are making video games instead of tech demos.

well well well looky here at this big brain nigga

What depicts the y-axis on that graph?

Because it's fairly new. And to change a pipeline means to re-train your artists, tech artists, level designers, etc to use it. Most companies are continuously working on something, even when they've just published a new game. So it would hault production for a few weeks and most aren't willing to do that. Plus everyone is used to the normal pipeline. If you're not doing these huge dynamic environments like SC, they don't see it worth the trouble when the old way works just fine.

Shut up.
Fair enough, you seem smart and knowledgeable. I imagine it will be more prevalent with next gen and their CPUs allowing for games with much larger scopes.

this!

>Star Citizen is more cyberpunk than CP2077
What the hell

How exactly do you add content to a city that's planet sized?

try reading the few words in that pic
call it features

The entire city isn't explorable, right now there's only one landing zone which is about the size of Altissia from FFXV give or take? The plan is to have maybe 3-4 landing zones added to the planet after the Stanton (the system) is mostly done.

Modularity. You create several basic pieces and repeat them using color swaps, rotations, chaning the size, etc. Think of it like legos. Games have been using this for a while now, it's nothing new. But they may plug modular pieces into a utility that procedurally generates the cities. Houdini can do this for sure. It would be a pain to place all those modular pieces by hand. So procedurally generated is the likely method.

It's a pc exclusive. That's how.

i can feel the 15fps

The FPS in the video is a lot better, at least after landing anyway.
youtu.be/RgjTf41QAnY?t=465

That's a bit disappointing but it also means that it's a lot more realistic and maybe the content will be more meaningful when it's not literally the whole planet you can explore.

you can see the fps count in the OP webm
it's a rock solid console sub 30

Tony dies

>they'll add a spot light that has no physical source just to add atmosphere
Separating atmo lights from regular lights is almost always better light management though, especially if you're compositing.

I've already seen the movie. :)

No man's sky did it better with a fractional budget. At least it delivered all it's promises and more.

What the fuck ship is that???

Where's the worm, Sean?

Oh, it's just another shitty western social justice simulator.

It's pretty easy to make any game you want from a technical standpoint if you target gameplay at 12 FPS.

It would probably be impossible to make an entire explorable city-wide planet, at least atm.
There are several biomes I believe, so it's not ALL city as there are zones where manufacturing takes place.
youtu.be/am8hepnRAAw?t=83
They also have a way to generate interiors randomly and they said they plan to generate interiors around the planet specifically for missions. I can't imagine it would be meaningful content, considering the current RNG content amounts to "Destroy their drugs", "Kill the mercenaries" or "retrieve cargo" and so on.

>No man's sky did it better with a fractional budget. At least it delivered all it's promises and more.
Get a load of this guy. Either a cuck or a shill.
NMS is one of the very worst things to have ever happened to vidya.
And it is a perfect example of why pre-orders are a ponzi scheme.

NMS looks like literal garbage, even the landings are faked and aren't real time like ED or SC. Eat my ass, Sean.

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This isn't even remotely impressive.
>oooh wow, procedurally generated random backgrounds to look at from the tiny, contained hubs

>watch videos
>Guys it's blade runner meets star wars coruscant
Goddamn what is wrong with these people? Are they incapable of uttering a complete thought without referencing something else meaninglessly?

Marry me!

How is it meaningless when Chris Roberts said both of those things were inspirations for this planet?

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Because you are not describing the qualities of the fucking planet. You're just saying it's like this other thing. And if some dumbass doesn't know what blade runner or star wars is, he cannot begin to imagine what it is like. Learn to use words instead of being a mindless pop culture drone with no original thoughts in your head, basically.

>And if some dumbass doesn't know what blade runner or star wars is
If someone doesn't know what either of those things are, they are literal retards. Besides, there's an actual VIDEO that accompanies that commentary that shows what it is. Your point might be half valid if it was a written piece.

PROCEDURALLY

youtube.com/watch?v=9ADpYQIQg1w

I have no idea what you said but the words sound good.

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The BGE2 demo looked way more impressive. Sorry, citicucks.

Looks fucking disgusting.

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What he described is literally what every studio does.

>game were everyone is a monkey or an animal
>good

Room temperature I.Q.

You can literally download and play the game right now. Yes, even at that city-planet.

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honestly games like this and BGE2 is gonna blow the fuck out of cyberpunk.

BGE2's combat looks like shit so I doubt that will blow anything but itself.

Lmfao you literally are an NPC drone. Congratulations on thinking all 7 fucking billion humans know these two things. Faggot

>gif
Go take your pills, granny.

Anyone who'll be watching that video ought to, smoothbrain.

the combat is its lowest point but that's fixable.

Shame it looks like hot ass and runs even worse, then.

If it was at least a silky smooth 30fps, I could give this shit a pass. But it's constant frame dips into the teens.

Except this was done in fucking 2009 on an ancient toaster and also had a destructible environment.
youtube.com/watch?v=AtC0lpKKE38
There is literally nothing that's stopping them from making every building explorable.

this tech available and yet disney will never give us a gta coruscant

Huh, its a pop-out this time. The skyscrapers just poof out of existence

Yeah, the lead dude who worked on that tech demo works for CIG and worked on Arccrop.

Doom 3?