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Aug 31st, 2018
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  1. Warframe’s new amazing Forward+ Renderer
  2. Code name “JARILO”
  3.  
  4. Issues with Legacy Renderer
  5. Fat lightmaps with questionable math, large patch download sizes as result
  6. Poor realtime lighting implementation (separate passes, separate shaders, batches of 3 lights)
  7. Single point sample light probes looks bad on large objects, limited coverage
  8. Shadows are ‘wrong’ (dynamic characters merely deferred composite a darkening shadow)
  9. Large, sprawling, divergent shader code base
  10. Fill pass often constrained by texture inputs (need arrays!)
  11. Decal support is poor, blends only, no attribute modification (need D Buffer)
  12. Compute possibilities not explored
  13. DirectX9 baseline limits us (cannot leverage texture arrays, compute)
  14. SH Math mess (mixing -Z axis, unclear irradiance vs. radiance)
  15. Cube probes are per-zone, should be radial/shape blended
  16. Local reflections quality is below industry standard (and added geometry pass, heavy)
  17. ‘Half float’ for meshes sucks, generalized pack/unpack for uint16/uint8 encoding per object scale
  18.  
  19. 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!’
  20.  
  21. Pillars of Design
  22. Scaling (Runs on new phones, Nintendo Switch, up to Titan X)
  23. Performance (Both in terms of speed but also memory consumption, we have ‘tons’ of characters)
  24. Quality (PBR workflows, ‘cool factor’ features)
  25.  
  26. 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!”
  27.  
  28. Features
  29. High quality, precomputed indirect lighting
  30. Reduced memory load - less lightmaps
  31. High quality precomputed directional occlusion
  32. Time of day, outdoor cascaded shadow maps
  33. Indoor cached/precomputed shadow maps from low number of light sources
  34. Attribute modifying decals (so called “D-buffer”)
  35. Increased correctness (No AO in direct light)
  36. Vastly less options for artists to worry about (“It just works, great defaults”)
  37. PBR Atmospheric model
  38. Temporal AA and effects are default
  39. Improved real-time shadowing of characters
  40. Improved indirect lighting on characters/dynamics
  41. Reversed Z
  42.  
  43. Primary rendering features have 3 quality settings.
  44. Secondary rendering features should have either ON/OFF or multiple quality settings.
  45.  
  46. Things we don’t care about
  47. DirectX9, drop it next this year
  48. Shader graphs (I favor strong defaults over large artist flexibility)
  49. Massive amounts of dynamic geometry (its ok to pre-calculate/bake stuff)
  50. “Thousands” of lights… not a deferred shading demo, we are after sub 100.
  51.  
  52. Recommendations
  53. Explore Forward+/Clustering methods.
  54. Sandbox code as Config, do not branch (sorry just no)
  55. New shaders from scratch, with stricter modular approach (too much copy paste currently)
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