Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Warframe’s new amazing Forward+ Renderer
- Code name “JARILO”
- Issues with Legacy Renderer
- Fat lightmaps with questionable math, large patch download sizes as result
- Poor realtime lighting implementation (separate passes, separate shaders, batches of 3 lights)
- Single point sample light probes looks bad on large objects, limited coverage
- Shadows are ‘wrong’ (dynamic characters merely deferred composite a darkening shadow)
- Large, sprawling, divergent shader code base
- Fill pass often constrained by texture inputs (need arrays!)
- Decal support is poor, blends only, no attribute modification (need D Buffer)
- Compute possibilities not explored
- DirectX9 baseline limits us (cannot leverage texture arrays, compute)
- SH Math mess (mixing -Z axis, unclear irradiance vs. radiance)
- Cube probes are per-zone, should be radial/shape blended
- Local reflections quality is below industry standard (and added geometry pass, heavy)
- ‘Half float’ for meshes sucks, generalized pack/unpack for uint16/uint8 encoding per object scale
- Rolling hills of Venus to the metal indoor dungeons of a spaceship. Aim to be ‘the best looking F2P ever.’ or ‘I can’t believe this is free!’
- Pillars of Design
- Scaling (Runs on new phones, Nintendo Switch, up to Titan X)
- Performance (Both in terms of speed but also memory consumption, we have ‘tons’ of characters)
- Quality (PBR workflows, ‘cool factor’ features)
- Ideal player quotes: “Looks amazing on my shitty laptop!” AND “I got a new GPU and I wow can’t believe the upgrade, Warframe-4-life!”
- Features
- High quality, precomputed indirect lighting
- Reduced memory load - less lightmaps
- High quality precomputed directional occlusion
- Time of day, outdoor cascaded shadow maps
- Indoor cached/precomputed shadow maps from low number of light sources
- Attribute modifying decals (so called “D-buffer”)
- Increased correctness (No AO in direct light)
- Vastly less options for artists to worry about (“It just works, great defaults”)
- PBR Atmospheric model
- Temporal AA and effects are default
- Improved real-time shadowing of characters
- Improved indirect lighting on characters/dynamics
- Reversed Z
- Primary rendering features have 3 quality settings.
- Secondary rendering features should have either ON/OFF or multiple quality settings.
- Things we don’t care about
- DirectX9, drop it next this year
- Shader graphs (I favor strong defaults over large artist flexibility)
- Massive amounts of dynamic geometry (its ok to pre-calculate/bake stuff)
- “Thousands” of lights… not a deferred shading demo, we are after sub 100.
- Recommendations
- Explore Forward+/Clustering methods.
- Sandbox code as Config, do not branch (sorry just no)
- New shaders from scratch, with stricter modular approach (too much copy paste currently)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement