Confidential Information GDC 2011 : Platform Insider Guide Romain SIDIDRIS
Confidential Information
GDC 2011 : PlatformInsider Guide
Romain SIDIDRIS
Confidential Information
Automatic mode
Camera Follow the helicopter from the island to the platform
( 1 m 50) Camera orbits around the platform then follow the current operator
( 40 s )
Camera switches between different fixed point of view with a text highlighting the different
effects( 10s per effect x 5 )
Automatic mode starts after 30 seconds without user inputs or using Y
Pressing the Y button , will skip to the next step
Pressing the Y button , will skip to the next step
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Interaction mode ( B to change between each camera )
ORBITControl the orbit
camera around the platform
FREEFlying camera
CharacterFollow each character
on the platform
-The demo is made to be control with an X360 controller-If the Gamepad is manipulated the automatic mode stops to switch to the current camera
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Orbit Camera Controls
Orbit the Camera Zoom IN / OUT ( Page Up / page Down)Back to automatic Mode (Backspace )
Next Camera Mode ( C )
Day / Night Cycle ( N)
Help ( H)
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Free Camera Controls
Forward/Strafe Move UP/Down ( Page Up / Page Down )Back to automatic mode
Next Camera Mode (C )
Look around
Day / Night Cycle ( N)
Help ( H)
Turbo
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Characters Camera Controls
Back to automatic mode
Next Camera Mode (C )
Next/Previous characters
Help ( H)
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Data / Stats
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Triangles stats
On average Between 3 – 4 Millions triangles drawn per frame
Reflection / refraction induce multiple rendering
Platform800 K triangles
Opertors 10 K Triangle
TerrainBetween 65K – 1 M triangles depending on LOD
Water500 K Triangles ( Projective Grid computed on CPU )
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Profiling stats on different configuration
1920x1200 resolutionZ800 + 2x Quadro 6000 SLI mode : Stable 60 fps when synced ( 70-90 )
Z800 + single NVIDIA GTX 460 : Stable 30 fps when synced ( 30–40 )
1280x1024 resolution DELL T3500 + 2xQuadro 5800 SLI mode : Stable 45 fps when synced ( 50 – 80 )
Z800 + single NVIDIA GTX 460 : average 45 – 60
DELL T3500 + single Quadro 1800 : average 18 fps
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Technical Highlights
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Highlighted Effects
HDR ( high Dynamic Range ) / Tonemapping
Bloom ( leaking lights )
DOF ( Depth Of Field )
Deferred Shading ( Lights on platform )
Sky ( Sun + atmospheric effect / scattering )
Day Cycle
Water EffectShore Effect / Foam
Reflection/Refraction
Soft Particles ( Landing Helicopter )
Path Finding ( Operators moving around )
Terrain
Soft Shadows
MLAA ( antialising for deferred rendering )
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HDR / ToneMap / Bloom
Tonemapping to adapt to different lighting conditions
Directly configurable on the viewport inside Studio
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Shadows
Soft Shadows ( Omni , spot , directional )
Directly configurable per light / per object
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Path Finding
Navigation mesh generated from the raw structure of the platform
Behaviors to move operators between keep points using the NavEngine
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Soft Particles
Prevent hard lines between particles and objects
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DOF
Autofocus on main camera to adapt depth of field
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SKY
Sun and atmospheric rendering
Simple item from the library to drop in a Studio project
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Deferred Shading
During light ~200 lights are switched on
Deferred shading allow for many light without performance impact
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Terrain
Dedicated editor available in Studio
Multiple material layers.
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Water
FFT to compute heightmap & normalmap on CPU using SSE
Projective grid computed on GPU
Shore effects ( foam near the shore and soft blending )
Reflection & refraction