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Sean Tracy on CitizenCon Tech Demo: Parallax Occlusion Mapping

2016-10-10
hey everyone we're here at citizen Khan just spoke to Chris now talking to Sean Tracy awesome before getting to that all this coverage is brought to you by antec and their new cube MITx case as designed by razor which is shown on the screen now supports full custom loop watercooling you can learn more on the link below so how's it going Sean I'm excited I was I was super nervous you know for the demo we're always excited to to show it off to the community but again it's kind of like it's kind of like an investor meeting almost right like I mean we're going in we're showing them what all their all their support has really allowed us to do but i think it was it was a really exciting demo we're just super happy to show the planet v2 stuff yeah yes that was the big thing I noticed was obviously planets me too we just talked about like two weeks ago that's right that's right and I've been working pretty late night hours when we when we first talked about it but yeah we were working exactly on this on this homestead demo as well as the little tech demo afterwards and so homestead just to kind of recap what was there it was all types of biomes and things mean it wasn't a single biome so what we saw a demo where there's actually the biomes in action that's exactly the biomes in action right so the cool part about it is that there's a referencing system within it so I mean as we tweak the biomes right we can update them we can apply the update across whole planet we can go paint down the update if we need so yeah those were a couple of them and the whole idea of the very long flying was to show you just a huge amount of ecosystems that we're hitting already so and then even later on in that in that other tech time we want to show some exotic ecosystem because we're not just making earth we're not just making Mars we're making all kinds of crazy plans and some of that bleeds into what we were talking about previously with edge blending right is that yeah that's right edge funding so it's funny the Germans right now I keep calling it super palm but they hate that so I mean this is the per pixel accurate edge blending on the edge so when objects are actually placed into the terrain they look like they are part of the terrain there's no hard edge on it so again I keep calling it super palm because this parallax occlusion mapping that we use actually we have access to it in the depth buffer and usually with a parallax conclusion you don't so they've gotten into the depth buffer so that they can actually do this per pixel edge blending on every single object that's placed within that terrain um and it always looks pretty much seamless it's super nice and I've never seen anybody do something like this before we as gamers have just gotten used to the stuff flopped around in these objects and it's all cut very you know obviously but yeah I hope we fixed that now I also saw so the the visual poppin of the objects Germans pretty good like pretty distant which is a good thing yeah absolutely can you talk at all about that or what are you guys doing on that front sher ali our graphics programmer out in the UK was really the chief architect of rebuilding and refactoring the CryEngine LED system so it was really worked it worked really well for the crisis games because the ranges and things but like you saw our ranges here are way beyond anything that occurs game whatever do so some of the reef actors he's made is making it based a little less on distance and more on how many Polly's per pixel you end up drawing at certain distances so I think we really and and this has taken a lot of innovation a lot of work on the asset side lot of work on the program inside to just get that ratio perfect right and even still right there was little extra popping on the trees that we're not happy with and things like this but we take that super seriously because it's not it's it's jarring when you're flying into an Aryan everything comes in so we got dissolves between ello DS we've got the perp ixil up how big how many qualities are per pixel anyways because you can't draw anything more than you know for that's what nvidia is recommending so yeah there's some pretty exciting things that had to change to make that possible definitely and then one other item that i noticed in the demo was you guys got into the rover at one point yeah around the service so a pretty cool thing anyone who's solid demo will have it on our channel if you didn't see it but the the wheels of the rover we're conforming to the service of the planet that's right so is that real-time physics or what's that is completely real-time physics yeah and we use a spring system for it so we have a spring and ik system built into it and what's super interesting about is we're applying it to the landing gear now so that one's a little more complex that it's in it it's conceptually the same idea but you've got a set of Springs you've got a set of ik joints and basically you're controlling how much they're springing how much the tension there's on them how far they can extend and we try you know there was a there was a shot of the Ponte coming in landing and we worked on this for the Connie for this particular demo but one of the hardest things with the ship's is that when they're landing they kind of bounce around to these things so it's giving this nice soft landing gear so that when you land you have that compression within the landing gear so it's the same sort of stuff that's going on on the wheels for the road ran again you saw that as you're going over physics terrain yeah those are popping around and everything what's nice is it actually gives us better traction too because the the tires actually drive the vehicle so as they're more contact full with the ground it's just it drives a lot better so does it go as deep as more more tires such in the ground it was what a six-wheeled VX six wheeled vehicle we can do as many as we like um yeah I think I think old CryEngine was restricted to something like 16 oh I don't think we've actually tried to do one with more than six but I can't say no because you've seen this game it just gets bigger and bigger so so then the question I have the follow-up is if you it sounds like what you're saying is the more wheels contact and that were more tires contacting the ground the better your acceleration what better drives the more control you have we said we set which wheels the driver will reel and I think actually on that Rover only the two Center ones are drivable are driving wheels so basically they apply all the all the all the torque and everything so yeah it could drive a lot better absolutely yeah very cool so more information as stated before in the article including scription below we'll have all kinds of stuff thank you as always Sean hey thanks we'll see you all next time
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