Spicing up Pc Graphics with Gameworks Far Cry 4 And

Spicing up Pc Graphics with Gameworks Far Cry 4 And

FAR CRY 4 AND ASSASSIN’S CREED UNITY: SPICING UP PC GRAPHICS WITH GAMEWORKS ANDREI TATARINOV, SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA Outline What games are we dealing with? How to make these games look even better on PC? The Mighty Three: HBAO+, PCSS, TXAA Far Cry 4: Making the beasts look cute Far Cry 4: Illuminating Kyrat with divine light Far Cry 4 Far Cry 4 Open-world action-adventure first-person shooter Set in Kyrat, a breathtaking, perilous and wild region of the Himalayas Terrain spans from lush forests to the snowcapped mountains Kyrat is home to abundant wildlife Uses Dunia Engine 2 Far Cry 4 Set in astounding Himalayas Far Cry 4 Player finds himself in the midst of a civil war Far Cry 4 Absolute freedom of movement Dangerous and deadly wildlife Far Cry 4 Assassin’s Creed Unity Assassin’s Creed Unity Historical fiction action-adventure open world stealth video game Set in Paris during French Revolution Stunning full-scale open world city Unprecedented degree of freedom and control Uses AnvilNext engine Assassin’s Creed Unity Set in Paris during French Revolution Assassin’s Creed Unity Set in Paris during French Revolution Assassin’s Creed Unity Open world Assassin’s Creed Unity Variety of moves Assassin’s Creed Unity Focus on stealth action Cooperative mode Assassin’s Creed Unity Making PC Versions Look Better PC offers extra performance to add extra features NVIDIA has technology that is ready to be integrated Experience gained while working on Assassin’s Creed IV Black Flag Both Ubisoft and NVIDIA dedicate engineers for collaboration What GameWorks can offer? We played both games and thought of what can NVIDIA GameWorks offer to make them look even better NVIDIA ShadowWorks and NVIDIA PostWorks are a great fit for both Far Cry 4 and Assassin’s Creed Unity NVIDIA HairWorks and NVIDIA Godrays are a great fit for Far Cry 4 The Mighty Three: HBAO+, PCSS, TXAA NVIDIA ShadowWorks Consists of different technologies to provide cinematic shadows HBAO+ State of the art SSAO approach Optimal performance Scalable Advanced Soft Shadows State of the art soft shadows Support for cascaded shadow maps Simple, but powerful interface Horizon-Based Ambient Occlusion+ State of the art SSAO approach Optimal performance Scalable No AO Default HBAO+ SSBC HBAO+ Closer Look SSBC HBAO+ Tuning HBAO+ Radius Size of HBAO kernel Bias Hides low-tessellation artifacts Exponent Occlusion fall-off Detail occlusion Weight of high-frequency occlusion component Coarse occlusion Weight of low-frequency occlusion component Advanced Soft Shadows State of the art soft shadows Based on Percentage Closer Soft Shadows (PCSS) Support for cascaded shadow maps Simple, but powerful interface Advanced Soft Shadows OFF Advanced Soft Shadows ON Advanced Soft Shadows OFF ON Advanced Soft Shadows OFF ON Tuning Advanced Soft Shadows Light size Maximum threshold Minimal percentage Blend percent Border percent Tuning Advanced Soft Shadows Light size Maximum threshold Minimal percentage Blend percent Light size Border percent Minimal percentage Maximum threshold Tuning Advanced Soft Shadows Light size Maximum threshold Minimal percentage Blend percent Border percent Tuning Advanced Soft Shadows Light size Maximum threshold Minimal percentage Blend percent Border percent Tuning Advanced Soft Shadows Light size Maximum threshold Minimal percentage Blend percent Border percent PCSS Light Leaks Fixing Light Leaks Light leaks occur when light size is too big PCSS kernel gets too wide and samples outside cascades Adjust border percent to limit the kernel If light leaks are still there, decrease light size and maximum threshold Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 9:00AM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 10:00AM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 11:00AM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 12:00AM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 1:00PM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 2:00PM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 3:00PM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 4:00PM Advanced Soft Shadows PCSS shadows are softer at mornings and evenings and sharper at noon 5:00PM Advanced Soft Shadows PCSS shadows were too sharp and aliased at noon Shadows = SOFT SHADOWS Advanced Soft Shadows PCSS missed small-scale details Shadows = SOFT SHADOWS Advanced Soft Shadows PCSS missed small-scale details Advanced Soft Shadows PCSS missed small-scale Small features are details completely gone Small features start disappearing Advanced Soft Shadows Original shadows handle this case properly Shadows = ULTRA Advanced Soft Shadows Make light size depend on daytime Shadows became softer at noon Re-configure cascades Make cascade 0 cover bigger area Increase cascade resolution to 4096x4096 Advanced Soft Shadows Tuning allowed to preserve sharpness and remove aliasing Increasing resolution helped capturing small objects Shadows = SOFT SHADOWS Advanced Soft Shadows Tuning allowed to preserve sharpness and remove aliasing Increasing resolution helped capturing small objects Shadows = SOFT SHADOWS Temporal Anti-Aliasing (TXAA) Film-style anti-aliasing technique designed specifically to reduce temporal aliasing Part of NVIDIA PostWorks family No AA FXAA 4xMSAA TXAA Temporal Anti-Aliasing (TXAA) TXAA requires properly generated MSAA image as input MSAA path in the engine should work correctly Use g-buffer with MSAA Make shading pass support MSAA Add MSAA support for post-processing techniques Summary Five engineers were involved in integrating these features into both Assassin’s Creed Unity and Far Cry 4 One man-month per effect per title on average Experience and knowledge from past collaborations saved us a lot of time Far Cry 4: Making The Beasts Look Cute Wildlife in Far Cry 4 This is how the animals of Kyrat look in real life: Wildlife in Far Cry 4 This is how they look in Far Cry 4: Wildlife in Far Cry 4 The cutest creature in the whole game: Wildlife in Far Cry 4 The cutest creature in the whole game: Wildlife in Far Cry 4 The cutest creature in the whole game: Wildlife in Far Cry 4 The cutest creature in the whole game: NVIDIA HairWorks Enables users to simulate and render fur to provide a truly interactive game experience A combination of run-time library and a content creation tool Actual game HairWorks Viewer HairWorks Workflow Get a proof-of-concept for HairWorks to be a good fit for Far Cry 4’s content Integrate the run-time library into the engine and the level editor Author the HairWorks assets Add them to the game’s content Perform the QA pass Proof Of Concept Perform initial experiments on assets from Far Cry 4 to see if HairWorks is a good fit for the game Experiments were performed in HairWorks Viewer Proof Of Concept Perform initial experiments on assets from Far Cry 4 to see if HairWorks is a good fit for the game Yak Experiments were performed in HairWorks Viewer Yak (NV Fur) Integration Into The Engine Run-time has customizable rendering functionality Fur properties are stored in additional textures Far Cry 4 level editor has been modified to add new properties to support HairWorks Authoring The Assets HairWorks Viewer was used to create the assets that were used in the game Authoring The Assets HairWorks Viewer was used to create the assets that were used in the game Authoring The Assets Two days were required to do the initial authoring of each asset 30 assets total were created Preserving The Silhouettes Original mesh has fur “baked” into it Preserving The Silhouettes Original mesh has fur “baked” into it Preserving The Silhouettes Artifacts appear if you try to both preserve the silhouette and leave the original mesh beneath the fur Preserving The Silhouettes A modified mesh should be rendered when HairWorks is active Preserving The Silhouettes A modified mesh should be rendered when HairWorks is active Preserving The Silhouettes A modified mesh should be rendered when HairWorks is active Shading HairWorks allows you to implement your own shading model Supports both forward and deferred shading Shading In Far Cry 4, we rely on Dunia rendering mechanics to perform shading Custom material is used HairWorks parameters are stored in g-buffer Diffuse color, compressed Shading In Far Cry 4, we rely on Dunia rendering mechanics to perform shading Custom material is used HairWorks parameters are stored in g-buffer Normals Shading In Far Cry 4, we rely on Dunia rendering mechanics to perform shading Custom material is used HairWorks parameters are stored in g-buffer Specular power and scale Shading In Far Cry 4, we rely on Dunia rendering mechanics to perform shading Custom material is used HairWorks parameters are stored in g-buffer HairWorks Fur tangents Shading In Far Cry 4, we rely on Dunia rendering mechanics to perform shading Custom material is used HairWorks parameters are stored in g-buffer Result of deferred shading Anti-aliasing HairWorks generates a lot of tiny fur springs Shimmering can be visible on fur No AA applied Anti-aliasing Best solution is to render HairWorks fur in a separate, anti-aliasing enabled pass In Far Cry 4 fur is rendered in the main pass and relies on global anti-aliasing Anti-aliasing Rely on global anti-aliasing

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    117 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us