The Order: 1886

Discussion in 'Console Gaming' started by Bagel seed, Jun 11, 2013.

  1. BoardBonobo

    BoardBonobo My hat is white!
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    I got that from the GameInformer interview:

    SRC
     
  2. ultragpu

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    It's sad we might never see a sequel to The Order but as long as that engine gets utilized to make more games I'm still happy, I want to see what an improved engine could do for a PS4 exclusive or multiplat in a few years of time.
     
  3. VFX_Veteran

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    I don't think it's the engine that makes The Order stand out. I think it's the art team. If you look at it from a technical perspective -- it's got PBR, and some good PostFX. Everything else is pretty much baked. And baked extremely well.
     
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  4. Clukos

    Clukos Bloodborne 2 when?
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    From SIGGRAPH: http://readyatdawn.com/ready-at-dawn-siggraph/
    [​IMG]
    [​IMG]
     
    #2064 Clukos, Aug 11, 2015
    Last edited: Aug 11, 2015
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  5. psorcerer

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    And what is baked, exactly?
    Don't tell me they were so dumb and chose Forward+ just to pre-bake everything.
     
  6. chris1515

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    So much AA pass, EQAA, MSAA custom compute shader, temporal AA, special cases for MSAA and HDR.
     
  7. DieH@rd

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    So, 36.1ms [27fps] if every section of the engine is pushed to the limits. Of course, in the game itself there is never such moment, game has such awesome silky smooth framerate.

    From previous events they talked that apparently because they are "guaranteeing" that each frame will come in time, there is no frame buffering, each frame is sent directly to the display [which reduces input lag]. Since DriveClub is also rocksolid perfect-framepaced 30fps and I find it VERY responsive on controls, is it also using this feature?
     
  8. jlippo

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    Do not forget the solution for specular lighting, it helps a lot.
    They baked at least indirect lighting and possibly some non-moving direct lights.
    It's quite common to use different methods for direct and indirect light/shadows.
     
    #2068 jlippo, Aug 12, 2015
    Last edited: Aug 12, 2015
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  9. chris1515

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    And post sharpening AA
     
  10. hesido

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    They do mention a pre-processed culling for lights to save processing during run-time, but I don't remember them mentioning baking diffuse for direct lights. Have I missed something? They do cache shadow maps to be used in later frames.
     
  11. Globalisateur

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    Same AA used in Project Cars (and at 60fps too with more color fragments, 8).

    I would be very interested to know how much GPU time does EQAA take compared to the others AA solutions (including pure MSAA). Why using EQAA instead of pure MSAA? What are the advantages, precisely?
     
  12. Clukos

    Clukos Bloodborne 2 when?
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    http://www.anandtech.com/show/4061/amds-radeon-hd-6970-radeon-hd-6950/10
    [​IMG]
    They (RaD) also said it results in something between 2xMSAA and 4xMSAA with it probably costing a little bit more than 2xMSAA.
     
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  13. Billy Idol

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    Isn't the advantage control over the resolve? In the abstract, they mentioned a custom high order filter. I would like to know more about this high order filter.
     
  14. TheAlSpark

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    They provide a table to compare the costs in a particular scene. Most of your questions are answered in the presentation really.;)
     
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  15. TheAlSpark

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    They did a custom resolve in order for a wider tent than is normally offered in-hardware. Custom resolve is just capability of the HW, but most dont do it because PC variability, API, dev time etc.
     
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  16. Billy Idol

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    Just fired up the gane again. And man, it looks gorgeous...fantastic!

    I wish there would be a sequel...
     
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  17. forumaccount

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    Everyone bakes. Their second presentation goes into their baked GI:

    http://blog.selfshadow.com/publications/s2015-shading-course/
     
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  18. MJP

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    Baking the direct contribution was optional for local lights. They usually didn't do it for the lights you'd see in gameplay areas, since for those you really want high-quality direct specular and dynamic shadows. They would also bake direct lighting if they used area lights, since we didn't support area lights at runtime.
     
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  19. sebbbi

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    Custom resolve just means that you use multisample load instructions in your own (compute) shader. You execute this shader instead of a normal fixed function resolve. This has been possible on PC since DirectX10.

    In our case we do custom resolve in the beginning of our (tiled) lighting shader. This way you never need to pay any bandwidth cost of the resolve operation (as you would if you write it to memory).
     
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  20. Clukos

    Clukos Bloodborne 2 when?
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