The latest blog entry discusses the "particle systems" FASA developed for Shadowrun. In paticular the newest one designed after E3 and how it enchances the graphics in the game. The one used during e3, pixelstorm, was a carry-over from Mechwarrior 4. They use both particle systems for the game, it just depends which one suits their needs.
To just highlight how awesome the particle effects are, the guy from Slashdot in paticular was blown away by how striking the game looks compared to E3. A lot of this seems to stem from the particle system.
These graphical impressions were from GDC. Obviously the new particle system is paying off.
http://games.slashdot.org/games/07/03/09/1726246.shtml
With that I'll segue into some highlights from the blog.
http://blogs.ign.com/FASA_Studio/2007/03/16/49435/
To just highlight how awesome the particle effects are, the guy from Slashdot in paticular was blown away by how striking the game looks compared to E3. A lot of this seems to stem from the particle system.
Complaints were leveled at FASA last E3 for the game's looks, and it is now easy to say that graphics are no longer a problem. The game looked phenomenal both on a Vista PC and the 360. Lighting especially gave the crooked alleys and byways of the maps a dramatic tone. Seeing another character teleport, or the growth of the 'tree of life' healing spell, is quite striking the first few times.
These graphical impressions were from GDC. Obviously the new particle system is paying off.
http://games.slashdot.org/games/07/03/09/1726246.shtml
With that I'll segue into some highlights from the blog.
Walking out of E3, after looking at the gaming state of the art, we knew that wouldn’t be enough. Since we couldn’t get more CPU cycles, another approach was needed. We went back to our roots.
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HCPS is designed as the ideological counterpoint to PixelStorm: where PixelStorm is extremely flexible at the cost of performance, HCPS does one or two things, but does them very well. In the case of HCPS, we wanted to cover the common case usage of PixelStorm – that is, camera-facing particles or “sprites†with very simple movement and no environment interaction – and make displaying them use almost no CPU time.
To accomplish this, HCPS is designed to do almost all of its computation on the graphics unit, using advanced HLSL shaders. Prior to the Xbox 360 and the most recent generation of PC graphics cards, video hardware was good at rendering, but didn’t really have the decision-making capacity to simulate large numbers of particles flying around the world. With Shader Model 2 and Shader Model 3, this simulation can be almost completely accomplished on the graphics card, freeing the CPU up to do other things.
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Within those constraints, however, HCPS is rather powerful; it renders using about 1/30th the CPU that is required for the equivalent system in PixelStorm. More to the point, for the same amount of CPU effects budget, HCPS can render thirty times more particles. So a particle system (say, an explosion effect) that used to support four hundred particles in the world per frame now supports 12,000 particles for the same cost.
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Here’s a list of in-game effects that we never would have dreamed of before HCPS:
The elemental minion is now covered with a drippy, distorted ethereal magic fire – he even drools and spits fire when he’s angry.
Players who are critically hit by katana attacks stream gouts of particle-based arterial blood spray while they scream their heads off.
Resurrected players receive showers of “life force†particles from their teammates who brought them back to life.
Every leaf on the Tree of Life spell is simulated using falling particles
http://blogs.ign.com/FASA_Studio/2007/03/16/49435/