hey Eugen in the 2015 road-map one of the Q1 goals was 'A new renderer' what exactly does this entail and will it be primarily for performance or aesthetic improvement?
Currently it entails a merge of new tech, creating the enfusion renderer as a platform to use in dayz and our future games. Q1 goal means, we will have a dx9 version ready (PC). Than we will start work of upgrading the tech to support new DX version, enabling the work on the console version.
It will go through couple of months of bugfixing internaly and get on experimental later in Q1. We will see when its ready for stable.
The renderer is not multithreaded yet, but if VR and Enfusion is ran in single thread mode you can see about 30-40% increase in fps. Probably will translate in multithread version.
DX9 version is not gonna carry much aesthetic updates, besides some lightning changes, but it will have a complete particle editor so we can finaly have some nice effects.
Question for the dev team: Will this first iteration of the new renderer improve weather variety and looks, by that I mean, improvements to distance fog and more foggy weather, some snowy/cold weather (maybe have some texture blending magic to give a cold atmosphere), better rain/storm weather (with dynamic lightning like in S.T.A.L.K.E.R, would make the game so creepy!). I know all this will require work from artists, but will it be possible and is it n the roadmap to improve and expand weather variety is my question?
Fog is already in, rest is something we want to do.
It means average increase, cities will be a playable with new renderer and some scene optimization
Will the renderer put load off the CPU and get it on the GPU, and what kind of possibilities opens that up for you guys?
Yes , performance optimization regarding the scene composition, new lightning, more culling, new materials, new terrain, particle effects and much more.
I saw you say the new renderer would come with little graphical improvement outside of lighting changes. Will this change later when more is coded to use it or when stuff is changed/added? or are graphical improvements not really a focus.
Also can we expect any DX12 support in the future or is that not even being discussed at the moment?
Most of the visible changes besides performance will come over time. There are tools available for particles (blood, guns, explosion), fog and some. However postprocessing effects, and some of the more advanced techniques are aimed at end of the year for new directX implementation. The decision was aimed at DX11 however DX12 is not out of the question, hasnt been decided yet.
So you finally managed to untie rendering from simulation?
I hope we get effects like light diffusion, visibilty of light sources depending on their brightness/size, bugfixed light going through walls....I think Particle Effects everywhere are not very important. They usually come with a big performance hit fps wise.
Yes its part of the new tech and refactoring, the advanced effects and problems will be covered in the coming months.
Will the new renderer make it possible to improve "night vision" so we do not feel the need to bump brightness/gamma? I find the current night time vision to be somewhat inauthentic.
I don't turn gamma all the way up as some do but I do nudge the gamma up when I play nighttime servers.
Can you offer any of the ideas the dev team have to improve night vision if at all?
Yes, it should be possible, but lets see where the direction will go after the basics are down.
I'm sure you wouldn't want to commit to any promised features but what rendering features would you *like* to possibly hopefully maybe one day add to the game?
Physically Based Rendering?
Parallax Occlusion Maps?
Displacement Maps?
DOF + Bokeh?
Object-Based Motion Blur?
These things are not out of the question, but cannot be promised either. The engine should be a platform for our future games DayZ included. Its going to be an ongoing project. It has its own resources and team.
I just asked if blood can now be updated in the 'What is this about' thread. Now reading through this 'New Renderer' thread I can see that blood can indeed be updated.
Can you talk about how? Will is spurt? Will it slowly leak? Will it be dependent on where you are hit? Will it be able to stain clothes and skin?
Thats mostly a design question, so I dont wanna speak on behalf of the guys who will actualy implement it. However immersion has been and will be their primary concern. They also wanted to use these things for translating the text messages into visual signal that something is wrong, Combined with animation, particle effects, and sounds I think we can create a believable representation.
Are Gore a possiblity within the new renderer/engine? I would really like to see heads come off and such. I mean it is a horror game afterall.
Its rather low chance it will happen in the way you are describing.
Hi, great to finally hear about this new renderer; a lot of people are excited about this, and have been waiting for a long time for this to come. I have a few questions about the new renderer, which I hope you could shed some light on.
1. One of the major issues with the ARMA series (engine wise) has been that frame-rate has been very closely tied to simulation rate. Essentially, if the server bogs down due to load, the user's frame-rate also lowers. This has been quite frustrating in the past, since it has meant that user frame-rate could be very low despite CPU and GPU usage also being extremely low. With the implementation of this new renderer, has the frame-rate been detached from the simulation rate?
2. You mentioned in your first reply that the new renderer will introduce more occlusion - this is great, since the extremely high draw-calls seen in DayZ/ARMA haven't exactly played nicely with the single-threaded nature of the engine. However, even ARMA3 does not handle occlusion very well; frame-rate in cities is still rather poor (although this could be a combination of poor occlusion culling, object instancing/batching resulting in higher draw calls). Will the new renderer handle occlusion better than in ARMA3's implementation? This seems like a necessary feature, since DayZ has many more objects in a small area than ARMA3 (general loot).
3. This is probably more engine related than renderer, but are there any plans regarding improving multi-core support? 64-bit support?
4. In my opinion, the largest problem concerning DayZ right now is general performance (mostly object handling); are there any more details you can give on this topic? Will the new renderer support batching/instancing? Sub-object instancing? Any deferred rendering techniques?
1. yes
2. yes
3. yes
4. Requires a longer explanation, gonna cover it in OP later.
I'm very curious about the lighting. In the picture below you see the doors are closed and the lights are off but the room is STILL visible. How will the new lighting system affect the look of this room? Besides player items, will the sun be the main light source for the map?
Still WIP so I would keep under the wraps. But were working on it.
Has there been any plans to get rid of the gamma/brightness "tweaking" at night in this new renderer?
I know guys have plans about night as a gameplay element, and this is part of it. Still WIP.
one question: When
be realistic, none of the Q1 stuff
when will the game start to perform as it should on todays' hardware on todays' standards
numeric value
I cant make a promise of either sort. Too many variables. Only sure answer is game launch. Now what will happen between that point and this point. If things get complicated end of year? But dont take my word for it. It might be 3 months, it might be a year.