https://youtu.be/PO5KFQpfwQ4 Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
As you already know, the big update named “Supercharged” is scheduled for release on October 25. Despite the huge number of novelties, we haven't forgotten about the traditional Halloween brawl —“"Witch Hunt”!
In addition to the fun gameplay, a themed workbench will also become active, which will allow you to produce a number of parts with pre-determined upgrades. While we usually show you the workbench’s contents during the official livestreams, we've now decided to do it a little in advance.
ZS-33 Hulk
Durability: +10%;
Reloading time: -9%;
Projectile speed: +25%.
Sinus-0
Durability: +10%;
Damage +5%;
Spread increase reduced by 17%.
Synthesis
Durability: +10%;
Shot charging time: -6%;
Range: +15%.
M-37 Piercer
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
Kapkan
Mass: -17%;
Reloading time: -9%;
Shot range: +15%.
Trombone
Mass: -17%;
Explosion radius: +15%;
Projectile speed: +15%.
Incinerator
Durability: +10%;
Fire puddle radius: +15%;
Projectile speed: +25%.
Ghost
Mass: -17%;
Self-destruct explosion radius: +10%;
Power: +20%.
Pyre
Durability: +10%;
Explosion radius: +10%;
Rocket turning speed: +15%.
Interceptor
Durability: +10%;
Active time: +25%.
MG13 Equalizer
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
Yokai
Durability: +10%;
Reloading time: -9%;
Projectile speed: +25%.
Blight
Mass: -17%;
Delay before self-destruction: -20%;
Mass limit: +10%.
Caucasus
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
Spectre-2
Resistance to all types of damage: +10%;
Time to overheating: +10%;
Spread increase reduced by 17%.
Remedy
Durability: +10%;
Time to overheating: +10%;
Range: +15%.
Bigram
Mass: -17%;
Power reduced by 15%.
Astraeus
Durability: +10%;
Damage +5%;
Spread: -17%.
Ermak
Mass: -17%;
Delay before self-destruction: -20%;
Mass limit: +10%.
Icarus VII
Durability: +10%;
Acceleration efficiency increased by 10%.
Icarus IV
Durability: +10%;
Acceleration efficiency increased by 10%.
Small track
Durability: +10%;
Tonnage: +5%.
Catalina
Durability: +10%;
Delay before self-destruction: -20%;
Power: +20%.
RN Seal
Durability: +10%;
Radiator efficiency: +42%.
Thresher
Durability: +10%;
Damage +5%;
Projectile speed: +15%.
“Buggy Wheel” (ST)
Durability: +10%;
Power penalty reduced by 15%.
Buggy wheel
Durability: +10%;
Power penalty reduced by 15%.
Skinner
Durability: +10%;
Reloading time: -9%;
Range: +15%.
Cricket 1M
Durability: +10%;
Reloading time: -9%;
Spread: -17%.
Daze
Durability: +10%;
Active time: +50%.
ZS-34 Fat Man
Mass: -17%;
Reloading time: -9%;
Projectile speed: +25%.
King
Mass: -17%;
Damage +5%;
Enemy reaction speed: +25%.
Varun
Durability: +10%;
Shot charging time: -15%;
Projectile speed: +20%.
Quasar
Durability: +10%;
Reloading time: -9%;
Projectile speed: +25%.
Executioner 88 mm
Durability: +10%;
Reloading time: -9%;
Projectile speed: +25%.
Yongwang
Durability: +10%;
Explosion radius: +10%;
Projectile speed: +15%.
Sabbath
Durability: +10%;
Power penalty reduced by 15%.
Nest
Mass: -17%;
Damage +5%;
Ammunition: +15%.
Retcher
Durability: +10%;
Time to overheating: +10%;
Projectile speed: +15%.
Fortune
Durability: +10%;
Explosion radius: +10%;
Projectile speed: +25%.
MG14 Arbiter
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
BC-17 Tsunami
Mass: -17%;
Reloading time: -9%;
Projectile speed: +25%.
Cyclone
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
Scorpion
Durability: +10%;
Reloading time: -9%;
Projectile speed: +25%.
Porcupine
Mass: -17%;
Reloading time: -9%;
Max. projectile lifetime: +4 sec.
Breaker
Durability: +10%;
Time to overheating: +10%;
Spread: -17%.
For more information on Crossout, follow these channels:
Last weekend we launched a public test server so you could try out the “Supercharged” update, which will be released next week. Today we’ll share information on what is going to be changed after analyzing your feedback and questions.
New vehicle controls for the movement parts with the strafing function
It is, probably, the most discussed change that has divided all the players into two groups. We have thoroughly analyzed your feedback, suggestions and questions and now we’re ready to announce our final decision.
Once the update is released, all the players will have a choice between both new and old control schemes. Those players, who are fond of the new controls, will be able to dive straight into battle with the new settings. Those, who still have troubles with the new controls or haven’t yet got used to the new settings, will be able to activate the old control scheme in the game settings. Let’s make it a bit clearer.
Once we have started to work on a new control scheme for the movement parts with the strafing function, we realized that such changes may seem a bit harsh and/or spontaneous for some of our players. That’s why we’ve implemented both old and new control schemes support. But, in order to let all the players at least try the new scheme, we’ve disabled the choice option on the test server.
We should mention that this option makes the development process more complex and it’s not as easy to maintain as it may seem. We believe we should give you an opportunity to get used to the new controls with an ability to switch between schemes whenever it’s required. Later we’ll analyze both old and new control schemes and make a decision regarding the future of the control scheme choice option.
And what about “sideways” builds? Are they still legit?
The old control scheme still allows you to use your sideways builds, but we still believe that something should be done with this way of building cars. In one of the future updates we plan to change hover models and make them symmetric. This, probably, will change the way hover-based cars will be built and, thus, solve the issue. We’ll share more information on our official “Supercharged” livestream next Monday, October 24!
Hovers parameters
Since the old control scheme and sideways-builds still remain in the game, both Icarus IV and Icarus VII do not require such a drastic change in parameters. In the release version tweaks will be less notable, compared to those from the test server.
Mechanical legs
All in all, we’re satisfied with how updated mechanical legs perform. The only change will make it a bit harder for the “spider” builds to climb any obstacle in front of them.
Please, pay attention that we have stated only the most important changes. The release version may contain some other tweaks and changes, as we’re still working on the update.
See you on our official livestream next Monday!
For more information on Crossout, follow these channels:
In the next update of “Supercharged”, in which Crossout will noticeably change for the better, we also plan to present you a new PvP–map “Marble quarry”. The location is designed for the “Encounter” battle format.
As you might have guessed – the map is a quarry for the extraction of white marble. There are a lot of special equipment on the location, and its central part is occupied by buildings designed for processing extracted marble.
“Quarry” is a quiet compact map that allows you to start a long–range firefight very quickly. In height, it is divided into two main levels: the upper one forms firing positions for long–range cars, and the lower one is a real paradise for fans of close combat and masters of sneak attacks. There will be enough shelters on the lower level, which will help to defend against “snipers” and capture the base in relative safety.
Be ready for vivid battles and fasten your seat belts — the “Supercharged” update will be available next week!
For more information on Crossout, follow these channels:
Jack-o'-lantern is one the most recognizable symbols of Halloween. Today we invite you to take part in our competition to define the best Jack-o'-lantern of the Wasteland!
The rules are simple:
Download the blueprint Pumpkin Base (author — kaiipsar) from the exhibition
Rebuild it so that it would make a grimace — it can be funny or frightening (or maybe both of these qualities would be combined)
Upload the blueprint to the exhibition with a name that begins with the PMPE tag
Upload the blueprint before 23.10.2022, 20:59 GMT
The winners will not be disappointed, because our prizes include:
1 “Catalina (Deluxe edition)” pack
3 “Catalina” packs
6 “Catalina (Lite edition)” packs
Good luck!
For more information on Crossout, follow these channels:
Last week we told you about the ways the current version of the “Targem Engine” will change, what technical improvements will be implemented in the upcoming update, and how they will affect the game’s visuals. If you didn’t get a chance to read this blog, you can do it here.
When we decided to make a visual overhaul of the game, it was immediately clear that it will include not just the new technologies for the engine. Such a major update wouldn’t be possible without a major overhaul of many of the visual aspects of the game.
We had two important tasks before us:
Improve the visual perception of what is happening around the player during the battle. It was necessary to increase the role of the visual component (to explain to the player what is happening on the battlefield using effects and other visual techniques) and, if possible, to reduce the role of hints in the interface (indicators, icons and other elements that can distract the player in the heat of battle). To put it simply, players should understand everything that happens in combat, without having to constantly refer to icons and other interface elements.
Update and improve the effects to a level that would match the quality of the game’s visual component.
In both cases, a lot of work has been and still is being done, and it involves many of the company’s specialists: the VFX artist and other specialists in the art department, the programmers and the game designers. We’ve also taken the feedback from our super-testers and the community into account. Based on all this data, as well as our own vision of how the visual update of the game should look like, we have created a work plan.
All new features and changes can be divided into two types:
Improvement and optimization of the existing effects (including the ones for past generation consoles and relatively weak PCs).
Creating new effects that were missing to fully immerse the player in what was happening on the screen.
New firing effects
We have reworked the firing effects for all weapons in the game. If you haven’t had a chance to try out changes in the test version, with the release of the update you will see that the shots have become more noticeable from any distance. The effects now vary according to the rarity of the weapon used, so now when you change to a more rare and powerful weapon, you’ll see the increased power not only in numbers, but also in how that weapon looks in action.
Tracer and projectile effects
In addition to the firing effects, we have also reworked all the effects of tracers and projectiles, making it easier for you to navigate during combat. And just fighting with such effects is a pleasure!
Hit effects
The hit effects of all projectiles from all weapons will also be updated. This will make it easier to understand how much damage has been done to an enemy, even if they are far away from you.
Perk effects
Another important component, which is currently controlled mainly with the help of interface icons. We plan to make a number of improvements to the most essential perks so that their operation is also accompanied by visual effects on the screen.
Global rework of the explosion and vehicle destruction effects
In this update, we will significantly update the vehicle destruction effects. Separately, we’d like to note that after the update, a burning skeleton will remain from each destroyed car. It will consist of the vehicle’s cabin and some parts attached to it. This frame will have a physical model. This way a destroyed vehicle can serve not only as an obstacle, but also as a temporary cover from flying projectiles. The wreckage of destroyed vehicles will add more realism to the battles and help you find out exactly where the combat took place and what kind of vehicles were destroyed. As for self-destruction, a car that is about to explode will also have an updated visual effect. Now the kamikaze car will be immediately noticeable. This is what an armoured car, which has nothing to lose, should look like!
Updated weapon and module destruction effects
The updated effects of the destruction of individual parts will definitely appeal to those who like to “disassemble” the enemy into components.
Previously, most of the effects of destroying strategically important modules were practically invisible, but now you’ll see them even from a great distance. Now these effects will also be different based on the type of the destroyed module.
Updated weapon destruction effects will allow you to quickly determine the enemy weapon that has been destroyed, so that you can focus on other important parts of his vehicle. The intensity of the destruction effect will directly depend on the size of the destroyed weapon.
Movement effects Now the interaction of wheels, tracks and augers with all surfaces will be accompanied by new effects that correspond to the terrain on which you are moving and to the behavior of the armoured car (whether it is skidding, slipping or braking). The effects of hovers and mechanical legs have also been updated according to their features. Thanks to this, you will experience the dynamics of your armoured vehicles in a new way, and you will be able to navigate better and faster.
Game camera
For the release of the Crossout audio-visual update, we also aimed to further investigate the capabilities of our in-game camera and reconfigure it in order to:
Improve the perception of the in-game objects scale and resolve the issue when in some cases armoured vehicles and/or environmental objects could appear disproportionate or “toylike” relative to each other;
Improve the feedback from controlling the armoured car, add dynamics to what is happening on the screen;
With all the changes, keep the camera comfortable and try to eliminate possible discomfort when switching from the old version to the new one.
After testing many different options, studying the feedback from our team of super testers, as well as your most frequent suggestions and comments, we have identified a number of necessary additional settings, which our programmers have begun to develop.
What has already been done for the upcoming update:
The camera is now located a little closer to the armoured car. This has a good effect on the perception of the scale of objects in the game world.
The bigger your armoured car, the more of its lower part is being “cut off”. The effect of the vehicle’s size on the camera distance has been reduced, but still works. This change allows us to retain the scale of the car in relation to the environment as much as possible, and increases the visibility range for detecting enemy vehicles, because now your armoured vehicle takes up a smaller part of the screen.
We have also returned the point of convergence for the crosshairs to the center of the screen. Although the higher camera position increased the area for close combat, it was uncomfortable and had a big impact on the overall usable screen area.
We slightly shifted the camera position to the front of the car (relative to its center of mass), which had a good effect on the perception of driving maneuvers.
To improve the feedback from controlling the vehicle, we have increased the camera response to the impulse created by the movement of the armoured car. When you start moving, the camera moves to the rear of the car for a while. When you use the brakes, it moves to the front for a while, and when you make a turn, it is slightly shifted in the direction opposite to the direction of the turn.
We have implemented a dynamic FOV (field of view) parameter, which significantly enhances the feeling of vehicle speed and slightly improves visibility for small and fast armoured vehicles.
To improve the convenience during the battle, we’ve reduced the number of "scrolls" (scrolling with the mouse wheel) required to zoom in and out of the camera.
That’s all for today! We remind you that the release of the “Supercharged” update is scheduled for October 25!
For more information on Crossout, follow these channels:
https://youtu.be/uEUx3OS2P2M Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
Today and during the weekend, all of you will be able not only to try out the test version with audio-visual improvements, but also to evaluate how the game physics and handling of cars is going to change for different movement parts.
We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!
A major audio-visual update should not only include improvements to graphics, effects, and sounds. It should give a new, more realistic feeling from driving your own armoured car, and the controls should correspond to what is happening on the screen.
Wheels
Why do we make these changes?
In the case of wheeled vehicles, we tried to achieve several goals at once. The first and simplest one was to make the handling of wheeled vehicles more interesting and versatile. The current “arcade” feeling may have its advantages, but in the realities of the new visuals it doesn’t fit with what the player sees in front of him.
We have seriously refined the vehicle suspension behaviour, and the current simplistic wheel physics no longer meets the required standards.
In addition, we would like to increase the competitiveness of vehicles with standard and steering wheels compared to armoured vehicles that use only the “ST” wheels.
What has been done?
We have reworked the traction of the wheels on all surfaces, and implemented high friction for terrain materials so that cars with low clearance will brake when they come into contact with them. For all objects that appear as vertical obstacles and so-called “invisible walls”, we implemented low friction and minor elasticity. This will prevent the car from “sticking” to the object after colliding with it.
The turning speed of the wheels was reduced, and the dependence of their turning speed on the mass of the vehicle was increased.
Vehicle suspension now tilts when the speed vector changes.
The handbrake mechanics were also changed. Now using the handbrake will only block the rear wheels.
How will cars with standard wheels be different from the ones with the “ST” wheels?
Vehicles with standard wheels should have a better grip on the road and tend to skid less frequently. The handbrake must be actively used to position the vehicle and for sharp turns.
Cars that only use steering wheels have a smaller turning radius, but tend to skid more often. The handbrake will be used occasionally to make sharp turns.
Comment:
New settings open up more possibilities for mounting different movement parts, as it’s not just the parts themselves that matter, but also their position on the vehicle.
For example: the “first” 6-wheeled vehicle built on the basis of (in order) ST-standard-ST wheels in some situations will be very different from the “second” vehicle of the same kind built on the basis of ST-standard-ST wheels. There is also some effect of the center of mass: if it is shifted towards the steering wheels, the car will be more controllable.
As a result, if we look at the 2 cars from the example, it will be better for the first car to keep its center of mass in the middle and for the second car to move it forward towards the steering wheels.
Tracks
Why do we make these changes?
In addition to making the handling of tracked vehicles more interesting, we would also like to bring the tracks up to the level of other movement parts. At the moment, the tracks are considered to be one of the most controversial movement parts, especially compared to other chassis with more clear physics.
What has been done?
The turning speed of the tracked vehicles has been reduced.
The dependence of the tracked vehicle’s turning speed on its mass has been increased.
The turning radius of some tracks has been slightly changed.
Fixed a bug due to which the car could abruptly change its direction after running into a bump or other obstacle.
Mechanical legs
Why do we make these changes?
First of all, we’d like to get rid of the old features that didn’t correspond to the in-game physics. These changes include vulnerability to pushing and difficulties when climbing slopes. We are also aiming to refine the acceleration and braking of the builds with mechanical legs, adding inertia and smoothness to their movements.
What has been done?
Vehicles on mechanical legs have become more resistant to pushing.
Now vehicles equipped with mechanical legs can climb steep slopes.
The acceleration of the legs on different axes and the rate of turn around its axis are now independent of the current speed of the car. The legs used to be very slow when you started moving, but extremely fast if you started manoeuvring while moving. They now have roughly the same acceleration at any speed, making them similar to hovers.
The speed penalties and other parameters responsible for the acceleration and inertia of the legs have been reconfigured. Now super-heavy builds on mechanical legs should be just as slow as those on wheels (but they can still turn around relatively quickly and push just about anything).
Augers and “Omni”
In order to improve these parts and correct the problems associated with their slow strafing, we plan to:
Add special perks for those parts:
Omni: Reduces the rate of spread increase by 33% when firing or when turning the weapons. The bonus decreases proportionally with other mounted movement parts.
Meat grinder: the damage of the augers increases with the increase of the vehicle’s mass. If the vehicle’s mass is less than 5000 kg, then the movement part deals base damage. The multiplier increases linearly up to 300% of the damage dealt at a vehicle’s mass of 15,000 kg.
Increase the strafe speed on these movement parts when the car is already going in a straight line.
Hovers
Why do we make these changes?
Hovers have long had a reputation for being rather “toxic” movement parts because of some features that enabled survivors to create the “sideways” builds or to instantly accelerate on lightweight vehicles. We would like to get rid of these features and make the movement part not so versatile.
Solving the problem with the “sideways” builds will also remove a barrier for newcomers who would like to play with hovers, but inevitably face the need to build a “sideways” build.
Our other objective is to improve the handling of the vehicles on hovers using a gamepad, which will be particularly important for console players.
What has been done?
Refined the suspension and animation of hovers. Now the builds on hovers tend to tilt more from acceleration and speed.
Stabilization of the car with hovers now depends on the shape of the “hover base”: the wider and longer it is, the more stable the build will be. The “hover base” is a rectangle that includes all the hovers mounted to the vehicle. The size of the hover base also determines how much the build leans when moving.
We plan to increase the durability of hovers to compensate for the inability to use the “sideways” builds and the new stabilization.
“Icarus IV” and “Icarus VII” are now more clearly divided into archetypes:
Icarus IV — the basis for a “medium” build: this hover has higher tonnage, durability and stabilization, but lower acceleration and top speed.
Icarus VII — the basis for a “lightweight” build: it has lower tonnage and durability, lower stabilization but higher acceleration and top speed.
We understand that the new parameters are forcing some players to change their hovers in order to keep their vehicles effective. After the update, we will launch a special compensation system — each player will be able to exchange their “Icarus VII” hovers to “Icarus IV” and vice versa as many times as they have had parts on their account. During the exchange, the upgrade of the part you are exchanging will be retained.
New vehicle controls for the movement parts with the strafing function
With this update, the controls of cars on movement parts with the strafing function will be changed (hovers, mechanical legs, augers, “Omni”). From now on, the driving direction of such cars will always correspond to the direction in which your camera is looking. You can turn the vehicle by rotating the camera, but you can also turn the vehicle using the special rotation keys, which will replace the strafe keys (the maximum turning angle by using those keys will be 45 degrees).
The strafe function will be moved to the turning keys. The forward/backward movement and strafe will work the same way as before. You will also be able to customize the key bindings to your liking in the settings.
In order to look around without turning the car itself, you can use the key responsible for blocking the rotation of the weapon barrels.
For your convenience, we have improved the key responsible for placing the car in the center. Its use in combat allows you to quickly move the camera in the opposite direction and force the weapon to turn in the same direction. It means that you can keep moving forward, while also looking back and shooting back.
We understand that such changes may feel unusual at first, but through inner tests, we have found that they ultimately add more dynamics and make the handling more comfortable once the player gets used to its features.
Anything else?
Breaker
You can also check out the new perk of the “Breaker” shotgun on the test server. Now, if the weapon doesn’t fire or gets overheated for 0.8 seconds, the next shot will have a significantly increased range, reduced spread and increased damage. The damage bonus depends on the number of radiators: the more of them there are, the higher the bonus.
The previous perk of “Breaker” didn’t match the weapon’s archetype and, in some cases, felt useless or unfair (especially before “Omamori” appeared in the game). It didn’t work in every game situation, but when it did, it was too effective. The new perk is designed to solve these problems: it should be more versatile and won't depend as much on the opponent in a duel.
“Spark III”
One-time power reduction reduced from 9% to 7.5%.
The maximum negative effect is now 60% instead of 72%.
“Flash I”
One-time power reduction and increase in reload time reduced from 6% to 5%.
The maximum negative effect is now 60% instead of 72%.
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
Create a new folder for the game on your hard drive.
Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
After the installation is complete, start the Launcher and enter the game with your username and password.
The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
Please note the schedule of the test server:
Friday, October 14, 2022 from 13:00 to 19:00 (GMT time)
Saturday, October 15, 2022 from 13:00 to 19:00 (GMT time)
Sunday, October 16, 2022 from 13:00 to 19:00 (GMT time)
Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
For more information on Crossout, follow these channels:
Due to recent problems caused by DDoS attacks on our servers, we have decided to extend the current season “Big chase” for one more week. Now the season will last until 23:59 GMT on October 23.
Players who have not reached the maximum level will now have the opportunity to complete the accumulated challenges and receive all of the season’s rewards. We remind you that in order to unlock access to all additional rewards of the season, you must purchase the “Battle pass” or “Elite battle pass” packs, and the “Battle pass level” will allow you to get to the desired reward faster.
Please note that there will be no new weekly challenges during the additional week. The event is extended so that the players can complete the already accumulated tasks and complete the season.
For more information on Crossout, follow these channels:
Up to this point, simplified lighting algorithms from the environment were used in our render. They accurately took into account direct light from light sources, and indirect light was modeled approximately using a pre-calculated diffuse cubemap on the level. Thanks to the refinement and implementation of the “Scalable Global illumination” technology from the Dagor Engine, which is used by our publisher Gaijin Entertainment, it has become possible to simulate indirect lighting much more accurately.
Now the indirect propagation of light is simulated taking into account the surrounding geometry, so that in addition to direct light, reflected and scattered light from various surfaces and extended light sources (sky, surfaces that emit and reflect light, shading from massive objects and buildings, etc.) will appear. Such an improvement noticeably improves the quality of the image in poorly lit and completely shadow-covered areas — it will become more voluminous and textured, and reflected incident light (reflex) from surrounding objects will also appear.
In addition to updating the global illumination system, the mechanism for rendering shadows and reflections was also improved, and SSCS (Screen Space Contact Shadows) and SSLR (Screen Space Local Reflections) techniques were implemented. Both effects work according to similar principles — we launch a ray for each pixel in the screen space and try to find its intersection with objects in the frame, which are described by the “depth” of the scene. And, as a result, It turns into some kind of ray tracing!
In the case of contact shadows, the ray is launched in the direction of the light source for a very short distance near the camera, and for many tens of meters on the horizon. This allows to draw shadows for small objects near the observer (such as stones, grass, etc.) and for giant mountains and rocks in the distance, complementing and improving the classic shadow rendering technique, as well as saving computer resources (for example, we don’t need to prepare additional information on the CPU because the data about the depth of the scene is enough).
With updated local reflections, we replaced the previously used SSPR technique, which required additional calculations on the CPU, and also had a number of limitations, such as: the number of reflective surfaces on the screen, the ability to draw reflections only on plain surfaces, as well as not entirely true reflections for water surfaces. The new SLR technique is completely devoid of these disadvantages, and now you can draw honest reflections for all types of surfaces, in any configurations! The algorithm repeats the logic of contact shadows, but this time we let a long ray in the direction of the intended reflection.
Both techniques work only in conjunction with MSAA temporal anti-aliasing, or the most advanced types of smoothing, such as NVidia DLSS or AMD FSR 2.0. This is due to the technical nuances of the implementation of techniques that require accumulating the result of the algorithms for several frames to achieve the highest quality and optimal performance. Both technologies fill the picture with lots of details, complementing the work of the updated Global illumination system.
Motion blur and glare
In update 0.14.0, the image post-processing stage was improved, and new effects were added. They simulate the imperfection of photo and video equipment, bringing the final image closer to a realistic one with a small expenditure of computer resources.
The effect of Motion blur appeared on the battlefields of Crossout. It is designed to make the scene more dynamic and make the gameplay smoother and more enjoyable. We have carefully calibrated the effect to add cinematography and convey the feeling of speed in the best way, while not overshadowing the gaming experience in battles. The player will be able to independently adjust the blur intensity in the graphics settings.
In addition, the Lens Flare effect was added to the game — glare, simulating the refraction of light rays in the camera lens. This effect is used for a more natural display of bright light sources, creating complex-shaped glare that is characteristic of the lenses of any optical camera. Vignetting also allows you to reproduce the effect of shading from the camera aperture along the edges of the image, which adds expressiveness to the frame, giving it an artistic look and placing light accents.
The Bloom effect has been completely reworked. Previously, we used a simple technique of scaling the scene image using contrast — this gave a very approximate result of low quality and low resolution, in most cases the bloom effect was generally invisible. Now the image is being prepared taking into account the camera exposure, and then several stages of Gaussian blur are applied with varying degrees of importance. Thanks to careful optimization and the use of modern techniques, we get very cinematic highlights of different textures (from micro-glare of wet surfaces to bright flashes from explosions) for about the same performance cost. You may notice how armored cars in the rays of the sun now give pleasant photorealistic highlights from chrome and painted vehicle parts.
That’s all for today. Next week we plan to release one more part of the devblog which will be devoted to the major audio visual update for Crossout. Stay tuned!
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