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"Why the rendering in The Order 1886 rocks."

12 Comments -

1 – 12 of 12
Anonymous Anonymous said...

Offtopic: What kind of a helmet in DS2 screenshot is that?!

February 27, 2015 at 1:16 AM

Blogger DEADC0DE said...

I don't know, I shamefully cropped the images from screenshots and videos on the internet. I had a good set of screenshots I've made while playing T.O. as "notes" of various technical things but I was 1) too lazy to grab them and 2) decided not to write the article from a "reverse engineering" point of view

February 27, 2015 at 10:29 AM

Anonymous Anonymous said...

It's a pity that there won't be a "reverse engineering" article. It's always interesting to read those and compare with own observations.

BTW this horse head helmet belongs to enemies called Stone Knights and can't be used by player.

February 27, 2015 at 12:46 PM

Blogger DEADC0DE said...

Ready at Dawn has been always eager to share, so I'm sure it's just a matter of time...

I agree that reversing is fun especially as one can actually come up with different ideas!

No one stops people from discussing it here or on twitter or elsewhere... And I can always comment on a given idea outside from my evaluation of The Order.

It's always tricky for me to write articles about other games, and to write in a virtual "clean room" environment, this is the balance I've struck this time.

February 27, 2015 at 1:52 PM

Blogger Doug said...

Seems as though the 2 big issues facing us right now are GI ( non baked ) and reflections. Ive noticed some holes in the 1886 reflection system, notably mirrors, but also some nice things. They have some way of calculating reflection occlusion. They appear to be using environment probes and then using something similar to a point light shadow, add dynamic occlusion to it. You can see it in reflections in small glossy objects like vases and such, and also larger metal objects where the reflection will darken from the influence of the character, but they are not explicitly visible in it, more like a blurry 'shadow figure' is apparent in the reflection. Im guessing they are sort of projecting a point shadow of a low res character model onto the faces of the environment probe. Cheap and effective I guess is how to describe it.

February 28, 2015 at 6:53 AM

Blogger Unknown said...

Just thought you should know, your article sold a copy of The Order: 1886—you should get commission or something.

I'm curious, what's your impression of the cut scenes? They look absolutely fantastic (as does the rest of the game), but it seems like they show hints of being rendered real-time, particularly in self-casted shadows on characters. Do you think everything in the game is rendered real-time? At their level, it seems like offline rendering would almost be a waste.

Great post, I enjoyed it!

February 28, 2015 at 10:27 AM

Blogger DEADC0DE said...

Doug: that looks like the same tech used in "the last of us"

Michael: I'm pretty sure it's all realtime.

Speaking of artifacts if you look closely you can find a few, of course.
There is still some specular leak due to lack of occlusion of details of normalmaps, you can see some shadows "peter-panning" which is a tell-tale of the use of EVSM or similar and many other little things here and there.

That's why I wrote in the premise that when I say that there are no noticeable artifacts I mean during normal viewing, not pixel-peeking.

Another example might be the recent Call of Duty: Advanced Warfare.
I'd say aliasing isn't really noticeable during gameplay in that game (albeit certainly it doesn't have the same quality of The Order in that respect, both for lack of MSAA and for lack of aggressive blurring) which -really- surprised me.
But it's easy to see if one goes slowly and pays attention, that it does just some post-processing AA, it's just that art was made in a way such that it's never horribly distracting

February 28, 2015 at 10:37 AM

Blogger Unknown said...

Thanks for the response! I wonder how much of a difference having a controlled, non-interactive scene makes in terms of resource budget—I don't have experience with that. i.e., during the council scene, I noticed light scattering through a character's ears, but the character was far away, so while it could of course be faked (not calculated in real-time), it would seem that a break from PBR for such a small effect would be counterproductive and worse than actually implementing the technique. Just trying to learn by example/extension as I'm not that far along on these graphics things.

February 28, 2015 at 12:50 PM

Blogger DEADC0DE said...

Certainly the more "fixed" your scenario is the more it helps in a number of ways, in fact you can see how on average "open world" games tend to have many more defects/issues that are easy to spot than linear "corridor" ones.

For the ear and nose translucency, I think it's realtime, and sometimes you can see how the technique is not perfect, I think in that regard Jorge Jimenez's work is the state of the art

February 28, 2015 at 2:52 PM

Anonymous hanecci said...

Hi. Thank you for your quite interesting article !


I have some information about occlusion in "The Order : 1886".

>> Again, The Order doesn't reveal its hand, whatever it uses, it just works.

In GDC2014, they said that they are baking directional AO Maps (H-Basis) for characters and static geo.

And using them to mask specular from cubemaps.

( Please see the page 18 of this slide.
http://t.co/17GYfuVOze )

March 2, 2015 at 8:59 PM

Anonymous Kostas Anagnostou said...

Very good analysis, thanks for writing this up.

The character reflections piqued my interest, they seem to use the same system for both glossy/water reflections and "contact AO" on walls etc. Their silhouette is too well defined to be based on Last of Us' capsule based system in my opinion, they look as if they render and project a blurry/low res version of the character instead.

Looking forward to a presentation of the render techniques, the game looks amazing.

March 16, 2015 at 3:37 PM

Anonymous Kostas Anagnostou said...

Hm, it seems I was wrong, I went through the GDC presentation again, they do mention that the contact AO is indeed based on skinned capsules. The question then is how they do the reflections. :-)

March 16, 2015 at 3:50 PM

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