Today we'd like to explain a new graphical feature that we are introducing to our games with update 1.38. The article is very technical - we have asked our programmers to help out, and the explanation is quite complex. However, we felt that it may actually be interesting for at least some of the people in our audience to be exposed to this material - to see that what is happening under the hood of a game engine involves a lot of research and hard work of our programming team. In addition to the technical details, we thought that providing the context and explaining the performance trade-offs may be useful and important for most of the players.
Jaroslav a.k.a. Cim (one of our brave and skilled programmers working on graphics improvements)
The TL;DR summary of the text below is that Screen Space Ambient Occlusion is a cool new but performance-heavy technique to enrich the rendering of our game world. You do not have to use it if you feel it lowers performance too much for your liking, or you may like it and can afford to trade a few frames per second for improved shadow and depth perception. The effect may be subtle, it mostly works on subconsciousness level, but once you get used to it, it may be hard to go back. It is another milestone in our lighting/shadowing improvements plan that we are now executing, to be followed by new HDR light processing and introduction of more normal-mapped surfaces in upcoming updates.
The technique has its limitations and quirks. It has been used by several AAA games in recent years, and even if it's not perfect, it helps the human perception system to understand the scene better, and we hope that adding it to the technology mix of our truck sims is beneficial. We will no doubt want to introduce additional ways of shadowing computation that will improve or even supersede it.
We are under constant pressure to improve the looks of our game by a vocal subset of our fan base. At the same time, there is always a desire to make the games run faster. On top of these sometimes competing requests coming from the playerbase, our very own art department is ever eager to get hold of new graphical toys to make our game richer and better. Whenever we introduce a new graphical feature into the game, we try to do it in a way that doesn't hurt the performance for players with older computers, we don't want to make the game incompatible for our existing customers. That's why there is an option to switch SSAO off completely, and several settings for its quality/performance.
The work of our programmers on the new SSAO/HBAO techniques also required changes to our art and art creation pipeline. All the 3D models in our games had to be revisited by the art department, and any instances, where any fake shadows and darkening were already applied to a model by an artist, were changed. For some more complex game models, this was a simplification that actually reduced the number of triangles in them enough to improve rendering performance. To some extent, we have traded a part of tentative future manual effort that would be needed for building individual good-looking 3D models for an algorithmic rendering pass that unifies the shadowing look for the whole scene, helping to "root" objects like buildings, lamp-posts, and vegetation to the terrain.
What SSAO stands for and how it works
Before we start - note that SSAO is a general acronym for "screen space ambient occlusion". The name encompasses all of the various ambient occlusion (AO) techniques and their variants that work in screen space (it means that they obtain all information at runtime from data that are rendered on the computer screen and into related memory buffers). There is SSAO (Crytek 2007 tech that basically gave a general name to all techniques), MSSAO, HBAO, HDAO, GTAO, and many more other techniques each using differently tuned approaches, each having its benefits and downsides. We have based our approach on a horizon-based technique called GTAO that was introduced in a 2016 paper by Activision.
The ambient occlusion (AO) name part means that we evaluate how much of incoming light (predominantly sky light, but sometimes the computed occlusion gets applied also to other lights) gets occluded at a particular place in the game world. Imagine that you are standing on flat ground - you would see the whole sky above, so there is 0% occlusion, the ground gets fully lit by the sky. Now imagine that you are at the bottom of a well - you would see only a small patch of sky, that means sky gets occluded almost 100% and contributes only a little to the ambient lighting in that well, and naturally it is quite dark at the bottom of the well. A specific level of ambient occlusion at a particular place affects lighting computations and creates shadowed areas in creases, holes, and other 'complex' places. It can get anywhere between 0% and 100% based on their surroundings.
Computing the occlusion in high detail and precision is resource-intensive; basically, you would need to shoot rays from any evaluated position in all directions and test whether they hit the sky or not, and then average the result. The more rays you shoot, the better information you get but at a greater computation cost. This process could be possibly processed off-line, like when the game map gets saved by its designer. Some games and engines use this approach. But that way you are only able to bake ambient occlusion information about static non-moving objects because there are no vehicles, no animated objects present at that time.
So instead of baking static information (which would also take a lot of time and storage space given the scale of our world map), we want to compute it on the fly, in run-time. That way we can compute it also for interaction with vehicles, opening bridges, animated objects, and so on. There is a catch though. For such a computation approach, we only have data that are visible on the screen (recall "screen space"), so once some part of the game world gets out of the visible frame, it can't be used for occlusion evaluation. This limitation creates various artifacts such as disappearing occlusion on a wall originally caused by an object that just got behind the edge of the screen and thus became invisible not just for you but also for the algorithm, so it ceased to contribute to occlusion computation.
Ok, now we know what to evaluate (ambient occlusion) and we know what data we have (what we see on screen). What do we do? Well, for each pixel on the screen (that is 2 million pixels in HD resolution, times four(!) in 400% scaling!) our shader code needs to query the z-buffer value of its surrounding pixels trying to get a notion of the geometric shape of the area surrounding it. We can do only a limited number of these "taps" as there is a steeply increasing performance cost with increasing tap count, this is an operation that is really taxing the 3D accelerator. The limit on the number of taps, in turn, affects the ambient occlusion precision (and in certain situations may create inaccuracies and banding). Imagine that you want to evaluate your surroundings on a 2-meter straight line, and are willing to spend 8 taps to approximate it. You query the line every 25 centimeters, and any detail smaller than that may happen to be totally unnoticed unless you are lucky and hit it spot on (or unlucky, because you may miss it the next frame so the surroundings would suddenly appear to change between frames and cause flickering). The further your algorithm probes, the less precise it is. So you need to limit the size of an area you analyze around each game pixel which in turn limits how far the AO 'sees' - that is why it is not suitable for computing occlusion in large spaces like under bridge arches.
We have mentioned that the technique of our choosing is horizon-based. This means that we are not probing the environment by shooting rays in the 3D world, instead, we analyze a hemisphere above/around each pixel to see how far it opens up until it is blocked, how much light is let in by the surrounding geometry using the z-buffer as our proxy. The hemisphere is actually approximated by several runs along a line rotated around the given pixel. If we can follow along this hemisphere in full, there is no occlusion. If the algorithm taps a value in the z-buffer that would block incoming light, it defines the level of occlusion. The algorithm is optimized for performance but its limitation is that once it hits anything, even possibly a small object, it stops probing any further. This may cause an "over occlusion" problem and may be spotted as a visual artifact when some relatively thin object such as a traffic sign post causes strong occlusion on a nearby wall. You can try to detect such small objects and skip them, which in turn may produce "under occlusion" on thin ledges. We have opted for the former.
There is also another interesting and useful property of horizon based techniques. Depending on how much of a hemisphere above a given pixel is occluded, you can compute the direction that is least occluded. The amount of occlusion can be thought of as an ice cream cone with varying apex angle oriented in that direction. This direction is called a "bent normal" and we use it for various light computations like for occluding a reflection on shiny surfaces. The idea is that if you look at the surface and the mirror-reflected direction gets out of this cone, we consider it (at least partially) occluded, tuning down the reflection intensity. The best way to see that effect is to look at bigger and round chrome parts, like the diesel tanks, with SSAO on and off.
So you see, the idea is not that hard, for an expert graphics programmer anyway ;), but there is a lot of computation involved, putting quite some strain on the 3D accelerator. So we have created several performance profiles, each using a mix of optimization techniques:
Using less taps per direction - it is faster but lets AO miss bigger objects than with finer sampling.
Reprojecting AO results from the previous frame - it lets us hide the artifacts from undersampling, but may create ghosting when reprojection fails (when what you see between frames changes a lot).
Rendering in half-resolution - reduces the number of computations to 1/4 but creates less fine AO - the result may be slightly blurry shadowing
We hope that all this info was interesting and useful for you. We're sending you a virtual high-five if you read this article to this point. You deserve a cookie and a big cup of hot chocolate! If you still want to get more details about this topic, feel free to check for example this link.
Thank you for your time and support and we will see you again at some of the next articles from the "Under the Hood" section we bring for our #BestCommunityEver from time to time.
- Fixed Collision - Fixed Lights not turning off (Amber lights are not suppose to be turned off_) - Adjusted the Center of Mass to prevent rolling
Map Adjustments
- Added ramp in front of station 2 to prevent trucks getting stuck - Removed a lot of the smaller props for now in residential area / Industrial Area - Changed some materials around on buildings - Some back end Optimizations to reduce stutter
This weeks update has two new major features, A new game mode and a doctoring system.
Doctoring
A new job type has been added, doctoring. Injured survivors will now find a medical zone and wait for another survivor to come heal them. They will slowly heal themselves when here as well but do much better when they have a doctor helping them. Medical beds have also been added, building these will speed up the healing process even more.
All survivors now have a doctoring skill that dictates how good they are at doing doctoring jobs. Any survivors from old updates will get a random skill level in it when you next load them up.
New game mode: Control
As the past couple of updates have improved control mode significantly we have added a new gamemode to play: control only. In this mode everything functions as it does in survival mode except you are directly controlling one survivor. If your one survivor you are controlling dies its game over! Hopefully this helps create a more immersive way to play.
And of course....
This wouldn't be a Rekindling update if we didn't add a new animal! We have added raccons along with coonskin caps! Everyone knows you need one of thease bad boys if you are trying to survive in the wild.
Final thoughts
As always thank you for your feedback as a ton of the bugs fixed in this update were found by you guys! Keep the feedback coming, feel free to leave us a Review here on Steam or join the Discord. If not see you in a couple weeks with more fun things in the next update.
0.67.0
Added new gamemode: Control only mode
Added new survivor skill: Doctoring
Added two new traits: Caretaker and squimish
Added new zone: Medical
Added new building: Medical bed
Added ability to do crafting, cooking and butcher jobs in control mode
Added pause display to better show when time is paused
Added new research tier: Medical science
Added coonskin caps
Added Raccoons
Changed crafting, cooking and butcher jobs now have better descriptions
Changed survivors to go to medical zones when they are low on health
Changed update time on main menu
Fixed bug where other survivors would sometimes steal each others food/water/medicine
Fixed bug that wouldn't save quarantine status on save/load
Fixed bug where capture jobs would stay on creatures that are dead
Fixed bug where you could control multiple survivors at once
Fixed bug where people would get stuck in a fleeing loop
Fixed survivors getting stuck on certain jobs they couldn't do.
Fixed 'units' not displaying arrows in pause menu.
0.67.1
Fixed bug where other raiders could give survivors jobs
Fixed bug where survivors could be given jobs to attack other survivors
Added ability to sleep in beds when in control mode
Added ability to wake up when asleep in control mode
Changed game to go at 5x speed when you are asleep in control mode.
Don't go it alone! This week's list for Explore the Realm features two enemies from the Crypt dungeon: the Lich King and his Undead minions. Players looking to form pick-up groups to tackle the Crypt dungeon should meet in-game on the plaza outside the Critter Capture shop and Player House.
Today I want to announce that Death Crown will hit PlayStation 4, Nintendo Switch and Xbox One on November 12th in digital format and it will include, in addition to the main game, the DLC Era of Human and Demonic Menace.
With this update 3DF Zephyr is significantly faster than all previous releases and the quality of the reconstruction is now significanlty better: the new photoconsistency filter allows for much more beautiful and realistic sharp edges, the out of core new algorithm allows to process huge datasets at a much lower memory footprint, and our world-class texture algorithm now produces even sharper and better textures.
This is the biggest technology update that 3DF Zephyr has ever received in a single release, and as tradition, all 3DF Zephyr versions (including Free and Lite) are getting the same technology improvements.
This update is free for 3DF Zephyr Lite Steam Edition too!
3DF Zephyr now integrates WIC for faster image loading and better raw file format support - make sure to install the WIC native plugin first, or Zephyr will fallback to the previous imaging engine.
3DF Zephyr is now also available in the Turkish and French languages, and among the many quality of life improvements we have a new toolbar to improve productivity, spline support in drawing elements, updated native laser scanner support plugins, and much more: make sure to check this link for a more descriptive changelog.
Full changelog:
+ Out of core mesh processing + Significant SfM improvements both for accuracy and speed + WIC is now the default imaging engine + Merge workspace improvements (can now specify which elements to merge) + Photoconsistency computation is now split in chunk to minimize memory usage + Photoconsistency speed improvements + Texture computation is now divided in chunks to minimize memory usage + Added edge filter in the photoconsistency computation. + Texturing improvements and better management of triangles without valid reprojection. + New Dark Blue skin + New 3DF Zephyr logo + Added French translation + Added Turkish translation + Added pivot support on the gizmo + Added full resolution image loading on the rendering show view + Zephyr cache is now compressed to minimize disk usage + User can now specify an additional autosave folder + User can now specify a custom field of view in the decomposer tool + Faster rendering + Duplicated camera names are now disambiguated better when moving a zep file to another location + Point inspection tool improved + User can now define selections of meshes and point clouds from any planar polyline in the workspace + Added command to "clone and make structured" + Exposed full parameters during marker detection + Added mask inversion for Masquerade + Masquerade automagic button now starts form the previous computation + Improved resolution when exporting an orthophoto to pdf + Fixed an issue which caused deadlock during surface computation in some rare cases + Improved level curves extraction + Added mesh wrapping with a template mesh with known topology (experimental feature) + Can now add an entire folder during project wizard + Added possibility to transfer texture mesh (instead of recomputing it) when importing a mesh with UV maps + Added full projection threshold control in the marker detection dialog + Rotated photos are now also rotated in the control point selection dialog + Fixed an issue with bundle adjustment on large datasets and variable parameters + Added a combo box to change control points to the edit control point dialog + Added a photoconsistency and blurriness checks during the orthophoto creation + You can now define a background color for orthophotos + Export dialogs now keep you previous checkbox choices when you switch formats + Improved image I/O speed and undistorted image creation + Preset rebalancing + Added command to "reset" camera + Fixed an issue with progress bar showing the text of a previous job + Added the possibility to use only check-points to generate a report in the control points alignment dialog + Loading calibrated focal length from images storing the value + Fixed an issue that prevents to send dump files on certain configurations + Textured mesh rendering speed up + Added function to convert a surface drawing element to a mesh + Fixed a crash when importing a point cloud with few points + Fixed a crash when using the densified mesh enhancer workflow + Fixed an issue with marker detection and unstable triangulation + Fixed an issue of missing triangles when importing a quad mesh for retexturing + Fixed a crash during Cuda check at startup + Fixed a crash related to key points animation + Fixed a crash during stereo point clouds merging + Minor fixes
With the new Steam Points Shop open indefinitely, you can now exchange Steam Points for ESO-themed backgrounds and emoticons! Spruce up your Steam profile by adding a new background to represent ESO or invest in some emoticons to spread your love for your favorite faction!
Please note that you will need at least two hours of playtime on The Elder Scrolls Online and own it on Steam to exchange for these backgrounds and emoticons.
For more information on how to earn Steam Points and what else you can exchange with them, read Steam's article here.