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Jan
05

Vendetta Online 1.8.319

VO 1.8.319 includes:

- Fixed long blank screen pause when switching video drivers.
- Fixed performance issue for DirectX 11 driver when not rendering the station behind the station interface.
- Improved and tweaked shadow settings for DirectX 11 driver. Shadows are now anti-aliased and the darkness of shadows has been decreased further.

For those who are interested, and can't yet see the new DX11 changes, I've made a little before-and-after demo screenshot of the current state of the engine. Please bear in mind that this is a very preliminary screenshot, and not indicative of anything remotely final.

In fact, we're still deep in development on the DX11/OpenGL 4 renderer. There are some particular challenges that we face as an open-world game set in space, with sectors of unlimited scale. Shadows maps, for instance, have a set resolution and need to cover the entire viewable terrain. For most games, even some recent "open world" shooters, that's still relatively modest compared to even our (current) view distance. Since 2002, we've had a 20 kilometer far-Z, which (for reference) would let any current player's view encompass about 3x the entire gameworld of Skyrim. This adds challenges to stretching shadow maps over such a large area, while making them "look good" up close, and not using a tremendous amount memory.

On top of that, we're looking to drastically increase our visible Z range (due to extremely large capship-stations and other objects coming in future versions), perhaps to "near-infinitely" through the use of multiple Z ranges along with imposter rendering. All of this makes for a lot of R&D and testing, to find something that works "best" for our particular usage.

Usage is key, as each effect implementation, and rendering architecture choice, has its own set of tradeoffs. Different algorithms come with particular artifacts, and a lot of this kind of research is figuring out what looks the "best", while also giving you the desired flexibility, framerate and overhead that you require.. and that's going to vary, game-to-game. We're a space title, so "soft" shadows aren't really our thing, except as a special case (ion storms, mining-debris fog), as we generally don't have the kind of environmental atmospherics that provide this sort of "soft" diffusion. So we're currently testing some effective sharp-edged (anti-aliased) solutions that scale well over long distance.

But what's most important is how the effects will be used. Eye candy is nice enough, but it really needs to justify its existence (and impact on framerate) through value in storytelling, and in the immersive experience. It's these environments that I find the most exciting, the most inspiring of game design. Situations that might fill a player with genuine fear, or awe. Images that might let us each tell how we've "seen things you people wouldn't believe.."

I can't wait to show you what we have coming.