Hello everyone, today we present you the first part of "the tech behind Wolcen". A series of articles presenting the technical syde of the game. Today's subject is Sparse Voxel Octree Total Illumination. It is the name of Crytek's system to simulate global illumination.So what's that, and what does it do?
First we need to explain what Global Illumination (GI) is. Gi is also known as Indirect illumination. Basically, in computer graphics, GI simulates the bounces of the light on or through surfaces. In real life, light bounces around any surface an infinite number of time until it lost its energy. Light will be (almost) perfectly reflected on a mirror, it will disperse on a matte surface and takes its color, or pass through transparent surfaces.
On raytraced renderers, used to create special effects in movies by example, the GI is calculated by sending millions or billions of rays around the scene. This technique is very realistic but also very expensive in computer time (could be several hours for one frame). In video games, we need a maximum of frames per second, so we need to approximate all those calculations, using different methods.
Sparse Voxel Octree An SVO is basically a simplication of the scene using cubes (voxels), arranged in a very efficient way. Every voxel stores color and opacity information.
Our indirect lighting process will operates in this simplificated scene, using raymarching and raytracing, and then be applied in the final rendered scene.
In real time, different techniques are possible to do Global Illumination. The most common is to bake it into a lightmap texture. This will allow a precise and high quality GI, but static. In Wolcen, who feature a time of day cycle and an open world, this was not possible. Luckily, the guys at Crytek worked on this amazing feature, that is fully dynamic, and extremely efficient.
In this screenshot comparison (on/off), we can clearly see the bounce of the sun light. From the floor to the walls and barrels, through the vegetation etc. The light is subtly coloring the scene.
In this example, we use only ambient light. The trees are nicely creating shadows, on their own foliage, and under them. This soft occlusion brings more depth to the scene, and more realism.
Here the temple is in the shadows, but the sun bounce is softly lighting it from the right. We can also see the light scattering through the foliage.
Another example of the light scattering through foliage. This give a better understanding of the environment, as the image looks less "flat".
In this temple, we can observe the shadows created in the windows, and the colored orange light bouncing around, creating a better directionnal lighting.
As a lighting artist, I think SVOTI is absolutely awesome. It works in every situation, brings subtleties and realism, is easy to setup and is very efficient. For the moment, the feature is disabled by default, but you can activate it in the Advanced Graphics settings > Global Illumination quality.Medium will activate the occlusion only, while high and very high will bring the sun bounce. The performance depends on the hardware, but we observed a 3-5% impact on medium settings, and about 6-8% in high settings.
This was an overview of the feature and its possibilities. If you have questions, don't hesitate. Let us know if this kind of article interests you, if yes, we will do more ;)
Hello everyone, today we present you the first part of "the tech behind Wolcen". A series of articles presenting the technical syde of the game. Today's subject is Sparse Voxel Octree Total Illumination. It is the name of Crytek's system to simulate global illumination.So what's that, and what does it do?
First we need to explain what Global Illumination (GI) is. Gi is also known as Indirect illumination. Basically, in computer graphics, GI simulates the bounces of the light on or through surfaces. In real life, light bounces around any surface an infinite number of time until it lost its energy. Light will be (almost) perfectly reflected on a mirror, it will disperse on a matte surface and takes its color, or pass through transparent surfaces.
On raytraced renderers, used to create special effects in movies by example, the GI is calculated by sending millions or billions of rays around the scene. This technique is very realistic but also very expensive in computer time (could be several hours for one frame). In video games, we need a maximum of frames per second, so we need to approximate all those calculations, using different methods.
Sparse Voxel Octree An SVO is basically a simplication of the scene using cubes (voxels), arranged in a very efficient way. Every voxel stores color and opacity information.
Our indirect lighting process will operates in this simplificated scene, using raymarching and raytracing, and then be applied in the final rendered scene.
In real time, different techniques are possible to do Global Illumination. The most common is to bake it into a lightmap texture. This will allow a precise and high quality GI, but static. In Wolcen, who feature a time of day cycle and an open world, this was not possible. Luckily, the guys at Crytek worked on this amazing feature, that is fully dynamic, and extremely efficient.
In this screenshot comparison (on/off), we can clearly see the bounce of the sun light. From the floor to the walls and barrels, through the vegetation etc. The light is subtly coloring the scene.
In this example, we use only ambient light. The trees are nicely creating shadows, on their own foliage, and under them. This soft occlusion brings more depth to the scene, and more realism.
Here the temple is in the shadows, but the sun bounce is softly lighting it from the right. We can also see the light scattering through the foliage.
Another example of the light scattering through foliage. This give a better understanding of the environment, as the image looks less "flat".
In this temple, we can observe the shadows created in the windows, and the colored orange light bouncing around, creating a better directionnal lighting.
As a lighting artist, I think SVOTI is absolutely awesome. It works in every situation, brings subtleties and realism, is easy to setup and is very efficient. For the moment, the feature is disabled by default, but you can activate it in the Advanced Graphics settings > Global Illumination quality.Medium will activate the occlusion only, while high and very high will bring the sun bounce. The performance depends on the hardware, but we observed a 3-5% impact on medium settings, and about 6-8% in high settings.
This was an overview of the feature and its possibilities. If you have questions, don't hesitate. Let us know if this kind of article interests you, if yes, we will do more ;)
Hi, We just released a small patch to fix bugs regarding the loot of gold and melee combat sometime missing targets. It should be better now. Please note that we are aware that some of you cannot launch the game anymore. We are working on it. In the meantime, you can try to manually delete your Wolcen files and redownload the game via Steam, it fixed the issue for some people.
Hi, We just released a small patch to fix bugs regarding the loot of gold and melee combat sometime missing targets. It should be better now. Please note that we are aware that some of you cannot launch the game anymore. We are working on it. In the meantime, you can try to manually delete your Wolcen files and redownload the game via Steam, it fixed the issue for some people.
Hi everyone ! We are aware of issues that prevent gold from dropping and melee attacks not hiting their targets, and we are working on a fix that should be release soon.
We are also aware that some of you are not able to launch the game at the moment. We are wokring on a fix and hope to provide it as soon as possible.
Hi everyone ! We are aware of issues that prevent gold from dropping and melee attacks not hiting their targets, and we are working on a fix that should be release soon.
We are also aware that some of you are not able to launch the game at the moment. We are wokring on a fix and hope to provide it as soon as possible.
GENERAL: New: The innkeeper is now available in Amarth, allowing you to sleep until any given time of the day and heal your wounds New: A new healer NPC in Amarth that can heal your wounds, refill your potions and clear your status effects each time you visit him. Fixed: a bug not selecting the Dual Dagger stances Fixed: Selling price at merchant (selling an item will now only give you 10% of the item price)
ENVIRONMENT: New: Inn Keeper PNJ with modified inn Improved: Few modifications in the open world Improved: SVOTI bias in dungeons Fixed: The Lightning particle of Invoked skeletons (tutorial) now properly disappears.
UI: Updated: Community localization: korean, german, english, french, spanish, chinese, hungarian Fixed: Korean localization Fixed: missing hero portrait in one dialog string Fixed: the Umbra and Rage bars are now correctly updated when you add Power points to your character sheet. Fixed: the Umbra and Rage tooltips (showing current values) are now correctly updated. Fixed: Ennemies top health bar is now displayed at the correct size Fixed: Merchant reclaim tab is now functionnal
GAMEPLAY: Modified: Skill level is now caped at 30. Modified: Your health is refilled when you level up. Improved: Better maniability with charged attacks when chained with movements. Fixed: Health potions don't give Umbra anymore. Fixed: At rare moments you couldn't talk to Father Gernez Fixed: Less ennemies during Luthor's quest
KNOWN ISSUE: Using the right mouse button don't always face the right direction. It will be fixed in the next version.
GENERAL: New: The innkeeper is now available in Amarth, allowing you to sleep until any given time of the day and heal your wounds New: A new healer NPC in Amarth that can heal your wounds, refill your potions and clear your status effects each time you visit him. Fixed: a bug not selecting the Dual Dagger stances Fixed: Selling price at merchant (selling an item will now only give you 10% of the item price)
ENVIRONMENT: New: Inn Keeper PNJ with modified inn Improved: Few modifications in the open world Improved: SVOTI bias in dungeons Fixed: The Lightning particle of Invoked skeletons (tutorial) now properly disappears.
UI: Updated: Community localization: korean, german, english, french, spanish, chinese, hungarian Fixed: Korean localization Fixed: missing hero portrait in one dialog string Fixed: the Umbra and Rage bars are now correctly updated when you add Power points to your character sheet. Fixed: the Umbra and Rage tooltips (showing current values) are now correctly updated. Fixed: Ennemies top health bar is now displayed at the correct size Fixed: Merchant reclaim tab is now functionnal
GAMEPLAY: Modified: Skill level is now caped at 30. Modified: Your health is refilled when you level up. Improved: Better maniability with charged attacks when chained with movements. Fixed: Health potions don't give Umbra anymore. Fixed: At rare moments you couldn't talk to Father Gernez Fixed: Less ennemies during Luthor's quest
KNOWN ISSUE: Using the right mouse button don't always face the right direction. It will be fixed in the next version.