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Mass Effect Andromeda Interview on HDR Integration

2017-01-10
hey everyone we are at CES 2017 in the nvidia sweet and i am joined by fabrice from bioware talking about Mass Effect Andromeda nice to meet you yeah so how long have you been working on Mass Effect Andromeda personally five years since the beginning life and remedy I was before Levin mass effect 3 worked a lot with the our team level teams multiplayer our great last week 3 multiplayer as well and then went on to DLC and Andromeda so yeah I mean this is the beginning actually very cool so having been here since the beginning probably tell me a bit about the development process for Andromeda and one of the things we were just talking about was on the graphic side so we've gone HDR display behind us for implementing HDR as a developer what is there on your end that you have to do is there any explicit action you have to do yeah so first I think the first thing to mention is that five years ago it was no HDR it wasn't even a conversation it was no 4k so when a GTR appeared and the discussion started I think one other thing we were afraid of is the need to redo assets stuff like that so nothing of that happen and actually just required upfront to integrating in the engine so we're using frostbite and we're lucky because frostbite as everybody knows it's visually probably the leading engine on the market for visual so so it was integrated in frostbite and once once that is done that process is done it will actually there's a legacy that it stays there for the all the games are using frostbite and on our side and the only thing we introduced call grading obviously there is still some work this so we have the graphics engineer doing that it's not a lot of work and it's definitely worth it when you see the result it's always hard to show them in video the reason they see our that's the problem you need to see them that you saw it so you I think you can testify how beautiful it is actually an HDR yes yes it is way more depth the Prague national solution nothing is meeting the edge at very sharp and you in our game they label the huge and often very open so you can see actually very far away and the level of details you get with that de gr and then the color grading all that is just amazing so so for us also we're building a lien worlds and it's very important to get it feeling that immersion and you know obviously we're gaming space so we get a lot of opportunities to push HDR as far as weekends very cool on the color gradient side so is that a manual process or is there any automation there how much of the work is done for you by the technology so a lot of it obviously the work is done by graphics engineers so our guys are going to then try to find systemic ways to an end step so there's no and then he also got a pass done by tech heart that's going to double check the artistic value of it so its a mix of both but it's mostly systemic which is really trying to optimize the process there and I'll bring up answer while we're here since we're in the nvidia sweet so Ansel for those who don't know we've covered it previously maybe at the Austin event but it's screenshot utility the interesting thing I was hearing from you is that you've got use cases in development for Ansel so what are the details to that yeah so when we starting to Grady cancel in the game obviously we tested didn't see you know everything working work closely with NVIDIA but watching was there and working we actually realize that even generally it's not only pretty fun to heusen and you had the 360 view of the screenshot this is absolutely awesome but it also helps for example you drink you a looking for issues in the levels and all that it captured the 360 levels to exactly see where where the problem is and have great read view of it so we even using now between us just communicate with that and Ansel is really that was another thing really easy to integrate actually in the game and again we're showing new environments it's a new game and the you know the more opportunity people have to share the experience with Andromeda to bear for us so so that was really good tool to write and so for a couple of other notes on graphics is there anything special you can tell me about the demo going on behind us I understand it's in engine which is important also absolutely so what are you seeing red behind us is actually in dng it's not a video it's it's a camera a timeline looping so just like a cinematics you know we're betting cinema it's in real time 4k HDR it's in a level called default so it's fairly that at the beginning of the game in the game you have stable vault but those places are very important I leave Leo see they hold the key a bit the answer and the key to what's going on in that new galaxy urine and again they really huge level you see a lot of if we get into more details you see there's a lot of emissive in there's a lot of the FX going on and this camera as you can I don't know how much you can see on video but the performance is actually pretty pretty so you've seen in running since it's running since this morning 9am so you can see that it is pretty fluid yeah I guess optimizations fly not even done yet right yeah and also a lot of it isn't done as you know now we were losing March train first so we still have all those ok musician facets to do very cool so March 21st for the fall release is there a website or Twitter account anyone should follow mass effect on their home aspect calm thank you for watching subscribe as always thank you for joining me sir thank you very much for having me yeah we'll see you all next time I
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