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Avatar: Frontiers of Pandora – the massive developer tech interview

December 17, 2023


Avatar: Frontiers of Pandora virtually got here out of nowhere to turn into some of the best-looking video games of the yr, with the film sequence’ iconic surroundings meshing superbly with virtually Crysis-style gameplay and a newly upgraded Snowdrop engine – which used to be itself first introduced at E3 ten years in the past with The Department. Absolute best of all, Avatar is a technical triumph now not most effective on PC, the place it pushes the limits of graphics era, but additionally on consoles – the place it holds up unusually neatly on PlayStation 5, Xbox Collection X or even Collection S.
The studio at the back of the identify is Ubisoft Large, and lately Virtual Foundry’s Alex Battaglia had an opportunity to interview two key figures in its technical building: Nikolay Stefanov, the sport’s technical director, and Oleksandr Koshlo, the render architect of the Snowdrop engine.
The interview that follows is an engaging glance at the back of the scenes at how Large have been in a position to increase the Snowdrop engine, realise the arena of Pandora in online game shape and ship a sport of a sort and high quality that’s not as not unusual because it as soon as used to be.
As same old, each the questions and solutions were evenly edited for readability. Experience!

That is the overall PC tech evaluate of Avatar: Frontiers of Pandora, which fits into element about its many methods and the way they be triumphant – or fall brief.

Virtual Foundry: The very first thing I spotted taking part in the sport is that you are the use of a wholly new world illumination (GI) machine. Ever since RT-capable GPUs got here out in 2018, we’ve got noticed a host of various ways for reaching {hardware} RT lights, so I might love to listen to how it is achieved on this model of Snowdrop and what hand you had in its building.
Oleksandr Koshlo: I am a rendering architect right here at Snowdrop, so my task is to search for a common course for graphics renderer building. I have spent somewhat a little bit of time at the BVH (bounding quantity hierachy) control a part of our ray tracing, with different contributors of our crew spending time on precise lights, the “rays” a part of it… We have now a lower-detail illustration of the geometry plus reasonable fabrics in our ray tracing international. It is a aggregate of screen-space lines, world-space {hardware} lines, and probes which can be additionally ray tracing to get the right kind lights in query.
So the method is to do a screen-space hint. If we hit one thing, do the lights of that hit, if we did not, let’s proceed from that with a {hardware} ray into the ray tracing international. Relying at the impact, which is both diffuse GI or specular reflections, the duration of the ray is other. So, if it did not hit the rest on the duration of the ray, we fall again to the probe end result. So we get end result from probes at the failure. In the event you do hit one thing, we mild it with our native lighting fixtures, daylight, and likewise comments from probes. The probes are each a fallback for neglected rays and a supply of a secondary mild. That is how we get comments and multibounce.
Nikolay Stefanov: I believe some of the issues that you are going to see with us is that – as we’re all Swedes – we’re beautiful dangerous at naming issues. So we wouldn’t have a catchy title for it. However I believe it is a truly cool, flexible machine that permits us to principally benefit from all the other ways that we’ve got achieved thus far. So, for The Department, we had the probe-based lights, and that is endured now the place we’re the use of it as type of a cache for the secondary bounces, screen-space GI and ray tracing. In fact we are additionally making the most of {hardware} ray tracing. But in addition some of the issues that I believe we must point out is that we actually have a compute shader fallback for this, for graphics playing cards that do not give a boost to hardware-accelerated RT.
Oleksandr Koshlo: It is a bit onerous to tell apart between screen-space and world-space rays, as a result of I generally tend to name world-space rays “{hardware} rays”, however those also are conceivable to do in tool and once we’re speaking about probes I might like to emphasize that those are real-time ray-traced probes. There may be not anything baked.
Virtual Foundry: That is what I used to be questioning too, as a result of I believe you utilize the probes for transparencies as neatly – and for those who fall again to the PRT (precomputed radiance switch) machine that you just had previous, they might surely now not glance as top quality as they do right here.
Nikolay Stefanov: Precisely. Probes on this approach are extra of a radiance cache, to be able to discuss, fairly than one thing baked in. And talking of “baked in”, that is some of the issues that also is truly nice about the program – it lets in us to skip all of the dear baking, because the international of Pandora is so a lot more detailed, and it has such a lot of extra areas than what we used to have on each The Department video games for an excessively other setting. We began the sport at the start the use of the PRT machine, which used to be taking days to bake over all the point; simply doing iterations at the international took ages. So it is truly nice to have a machine that permits us to transport stuff round and notice the adjustments in real-time, particularly on the subject of interiors.
Virtual Foundry: Yeah, the sport begins off in interiors, and you’ll be able to already realize it with the flashlights, from the characters which can be strolling round within and in fact relighting the arena as you undergo it. As discussed in pre-release fabrics, there may be ray tracing for shadows. Are you able to give an explanation for how that works?
Oleksandr Koshlo: As I discussed earlier than, we’ve got a lower-detail geometry illustration for our BVH, this means that we can’t use RT for exact shadows… however we do use it in two tactics. One is touch shadows, so brief rays in opposition to the sunshine to look if we hit any floor to get a touch onerous shadow. And roughly the other of this is long-range shadows. So the rest at the back of the variability of our shadow cascade is ray-traced, and that is the reason how we get shadows at lengthy distance.
Nikolay Stefanov: That is used for such things as the massive stone arches or the floating islands which can be within the vistas and it is great necessary for us to get that element. We additionally do lines towards the terrain, if I consider appropriately.
Oleksandr Koshlo: We hint towards terrain, and we additionally added imposters into the ray tracing international. So the ones are hardware-traced containers. And after we hit the containers, the ones are tool ray marched towards that baked bit for the tree.
Nikolay Stefanov: You can see that with a large number of our era, the place it is a aggregate of the most efficient portions of present ways that we will mix so as to get the most efficient end result conceivable.
Virtual Foundry: I have most effective been taking part in on PC, however I am very curious in fact the way you scale this to get the GI to run neatly on Xbox Collection X, Collection S and PlayStation 5, as a result of there are patently boundaries to how a lot you’ll be able to push a specific amount of {hardware}.

Here is Tom’s video on how the sport runs on PS5, Collection X and Collection S. The solution: unusually neatly, given the extent of graphical constancy.

Oleksandr Koshlo: It is been difficult I might say, however there is a bunch of knobs to crank to scale it throughout other high quality and {hardware}. Collection of rays, the solution of the end result, high quality of the denoising, precision of the consequences, the duration of rays can range. We have now sure trade-offs. We will hint this quicker if it is much less exact, so let’s use that one. The tweaks we’ve got may also be massive, akin to solution, to very small issues that we will tweak.
Nikolay Stefanov: I’d additionally say that but even so efficiency at the GPU, some of the issues the place we’ve got needed to scale has been reminiscence, particularly on Collection S the place there’s much less reminiscence to be had than at the different goal platforms. So as an example, we load the ray tracing international at a brief distance, so one of the most far-off shadows don’t seem to be going to be as correct as they’re at the different platforms. Probably the most geometry that we use for the BVH, for the ray tracing, it’s at a decrease LOD (point of element) than it’s on different platforms. Such things as that.
Virtual Foundry: All smart scaling, in order that applies to the GI. Any of the opposite tracing that you just discussed, when it comes to terrain shadows, or onerous touch shadows, is that still discovered at the consoles?
Oleksandr Koshlo: Sure. In truth, all of the results are the similar between platforms, although on PC we reveal extra choices to disable or allow issues.
Virtual Foundry: So you are saying a simplified international within the BVH? Which sides of foliage or skinned characters are integrated?
Nikolay Stefanov: I believe many of the geometry is integrated by means of default within the ray tracing international; we generally tend to take away very, very small issues. So as an example, now not all of the grass goes to be within the ray tracing international, now not all the little micro main points are going to be within the ray tracing international. Characters are there, or no less than maximum of them must be. On the whole, it is right down to the technical artists to decide about whether or not they would like sure issues to be there or now not.
There are particular concerns that I believe you are going to to find a bit of bit fascinating. So, as an example, when you have a super-small and brilliant factor, it will in fact be higher to take away it from the ray tracing simply to scale back the noise. It is usually necessary not to have each and every unmarried little bit of geometry within the ray tracing international because of reminiscence constraints. To summarise, by means of default the whole thing is within the RT international however there are particular issues that the technical artists can come to a decision to modify off personally and take away them from the RT international.
Virtual Foundry: So that you discussed small, brilliant issues. Alongside the ones traces, what used to be truly noticeable within the sport for me used to be the give a boost to for emissive lights. And may just you inform me how that plugs in? Does it “simply paintings”?
Oleksandr Koshlo: It simply works. This works as part of GI, the place if a ray solid hits an emissive floor, it will give a contribution to lights. However clearly, if it is a small floor, and we solid rays randomly all over the scene, we possibility rays hitting a small floor which introduces quite a lot of noise. So, we do suggest to our artists to take away small emissive surfaces from the ray tracing international.
Nikolay Stefanov: If I will give an explanation for it in short in trail tracing phrases, what we do is a particular methodology known as “guided paths”. Mainly at the first ray that you just hit, you review the lights analytically. So you do not do exactly whole Monte Carlo trail tracing. However that is most effective there for the analytical lighting fixtures. For the emissive surfaces, as Sasha used to be announcing, we in fact depend at the randomness of the rays. In order that’s why it will introduce extra noise than analytics lighting fixtures. However emissives do paintings and we absolutely give a boost to them.
Virtual Foundry: So you are speaking about ray steering? Did the venture ever glance into the use of ReSTIR or ReGIR, to make the result of that randomness a bit of bit higher?
Oleksandr Koshlo: We did. And we surely did a large number of analysis in RT ways, denoising ways. We didn’t finally end up the use of ReSTIR in particular. We’re nonetheless comparing, and will probably be comparing all the developments in RT. However I believe we’ve got truly nice folks operating at the denoising aspect, tirelessly, as this can be a truly onerous downside to unravel, and we’re truly glad with the result.
Nikolay Stefanov: I believe that if you wish to goal Xbox Collection S, the combo of ways that we use are more or less the place you’ll finally end up. Some type of first leap GI plus some type of caching in probes, and so forth, and so forth. I believe ReSTIR and different ways, whilst they’re great promising, it is onerous to cause them to run and carry out neatly on consoles, and likewise at 60fps as neatly.
Virtual Foundry: When did you in fact get started giving the artists the power to play with the ray tracing? Used to be it on the preliminary phases of the venture? Or did it are available in halfway via changing the outdated PRT machine?
Nikolay Stefanov: Somewhat bit previous than halfway via, however as I say, we began out with PRT, or in fact, we even went additional again to the Dunia engine at one level, simply to chop down at the baking occasions. So the transfer used to be in fact beautiful simple for us, simply since the high quality of the RT is such a lot higher than the pre-baked [approach]. That used to be achieved a while all over pre-production. The have an effect on used to be beautiful low at the visible aspect.
One of the vital issues this is fascinating is that when you find yourself development for ray tracing, there are in fact other guidelines for putting in the property. So, as an example, some of the issues that you want to do is to make certain that the interiors are watertight, another way you are going to get mild bleeding from the out of doors. We additionally want gadgets to be double-sided too. So there may be issues that you just most often do not have achieved earlier than, the place you possibly can most effective have one-sided polygons for the partitions, the place now you in fact need to cause them to double sided, to make certain that all of the probe stuff and the whole thing else works appropriately.
Oleksandr Koshlo: The geometry now must constitute the true international a lot more intently.
Virtual Foundry: In regards to the probes, how are they positioned on the planet? Is it only a grid? Or is it selective to a point?
Oleksandr Koshlo: It is a grid that may be a bit selective [everyone laughs]. So we nonetheless have some heuristics, on which point to position the grid and the place to bias it according to if we are indoors or open air, what sort of issues we’ve got there, what the scale are of where we are in. However it is a cascaded grid – so it’s 4 cascades, with the similar solution for every however every one therefore covers a miles higher distance.
Virtual Foundry: Relating to transparency shading, clearly you might have the reflections on water, and the GI is propagating onto clear surfaces and taking from them – however what about glass? How is the shading achieved there?
Oleksandr Koshlo: We nonetheless have dice maps. And we nonetheless depend on the ones for most of these glass surfaces. There is additionally an area refraction, which you’ll be able to see within the water, or on absolutely clear glass surfaces this is screen-space founded. So there is no give a boost to for ray-traced refractions or reflections from the semi-transparent gadgets, as of now.

Along with Tom’s complete video, Oliver and Wealthy mentioned the console variations of Avatar on DF Direct Weekly, reproduced within the DF Clips video right here.

Virtual Foundry: On consoles are you the use of your individual, pre-built BVH that you are loading in? How are you development the BVH?
Oleksandr Koshlo: We have now a customized resolution for the BVH on consoles. Since we don’t seem to be depending on their APIs, we pre-build the bottom-level BVH for meshes offline to get upper high quality. Then we constructed our personal customized resolution for the BVH in some way that permits us to construct the top-level BVH at the CPU – while with DXR and present APIs, the way in which you do that is that you just ship all your circumstances to the GPU, and the GPU creates an acceleration construction. We depend on caching so much, and we most effective rebuild issues that experience modified. This permits us to in fact successfully construct the tip point at the CPU and saves us some GPU time on that.
Virtual Foundry: This is attention-grabbing as this is normally achieved in async compute at the GPU. So what is completed asynchronously at the GPU? It is almost definitely platform-specific after all, however I am very occupied with what issues are achieved asynchronously there.
Oleksandr Koshlo: It is in fact a large number of issues. We use async compute so much. We adore it. We most effective send DX12 on PC so we do not in fact have platform variations with regards to issues the use of async. The volumetrics are totally operating on async; the probe ray tracing and lights is operating on async as neatly. Whilst the g-buffer tracing phase runs at the graphics queue, the probe tracing phase runs on async. The GPU culling additionally runs on async compute, and a host of different smaller issues as neatly, so it is loaded somewhat neatly.
Virtual Foundry: On PC with the DXR ray tracing API, you have got 1.0 and 1.1 inline variants. How are you doing it on PC?
Oleksandr Koshlo: We are the use of 1.1 inline. This used to be truly an important for us, as we determined early on that ray tracing goes to paintings for us and we will send with it by means of averting all of the shading divergence. So DXR 1.1 lets in us to do it in an excessively identical type to how we are doing it at the consoles. It is principally simply converting directions. With the common fabrics, this is surely sufficient for us.
Virtual Foundry: That is like one subject material in line with object, or…?
Oleksandr Koshlo: It is one subject material in line with mesh. Continuously our gadgets encompass a host of meshes, so you continue to get some variation inside of an object.
Virtual Foundry: So, what are the modes on console and the way do they shake out?
Nikolay Stefanov: So we give a boost to a 60fps “desire efficiency” mode on PS5 and Xbox Collection X. Avid gamers too can make a selection a “desire high quality” mode which goals 30 fps. Right here we type of crank issues up a bit of bit extra, and we output at the next solution internally. On Collection S, we goal 30fps and there’s no 60fps mode for that specific console.
[Our full Avatar console tech breakdown has since been performed by Tom, which goes into detail about how the modes compare in terms of graphics and performance, including how the Series S holds up.]
Virtual Foundry: So previously, Snowdrop used to be some of the few engines that roughly popularised temporal upscaling, so how are you doing that this time round?
Nikolay Stefanov: We’re the use of FSR on consoles for upscaling and temporal anti- aliasing, identical as on PC. By means of default, I believe you’ve gotten almost definitely spotted that it is FSR. On PC, we additionally give a boost to DLSS. We are additionally operating with Intel to give a boost to the newest model of XeSS, which goes to come back as an replace – optimistically quickly.
Virtual Foundry: Does the sport use dynamic solution scaling on consoles? I do not in fact recall if the Department did?
Oleksandr Koshlo: The Department did use dynamic solution scaling and we do use it for Avatar as neatly.
Nikolay Stefanov: That is some of the variations between the favour high quality and favour efficiency mode. So within the 60fps efficiency mode, we permit the interior solution to drop a bit of bit extra. That is some of the main variations you are going to see.
Virtual Foundry: So on PC, there may be an choice subsequent to the solution scaler that talks about biasing the solution. Are you able to give an explanation for what that does?
Nikolay Stefanov: Yeah, completely. There is a PC options deep-dive article that talks about this and lots of different issues… the VRAM meter, the PC benchmark, and so forth and so forth. It is principally controlling what inside solution you render at and the standard of the upscaling.
[The scaling is based on the current display resolution. Sub-4K resolutions are biased towards higher rendering resolutions, at 4K it’s the same as fixed scaling, above 4K it’s biased towards lower rendering resolutions].

Avatar: Frontiers of Pandora showcased operating at 4K DLSS efficiency mode on PC underneath extremely settings – on the time those pictures have been taken, Ubisoft Large had but to expose the hidden ‘unobtanium’ settings.

Virtual Foundry: Something I spotted is that the arena density is amazingly top with regards to simply how a lot crops there’s. Did you leverage any of the more moderen DX12 options and/or issues caused by means of RDNA, like primitive shading or mesh shading?
Oleksandr Koshlo: We do send with mesh shading on consoles. So, there are two issues that give a contribution to the top density of our geometry on the planet. One is the GPU geometry pipeline, which is new to Avatar, and it helps our procedural placement pipeline. So this brings a large number of geometry circumstances and we use the GPU to cull them away, to simply render what’s at the display. After which we additionally chew geometry into what we name meshlets, and we use local {hardware} options like primitive shading and mesh shading to then render them on display. We use an extra culling go to discard the meshes that don’t seem to be on display. This stuff truly give a boost to efficiency for geometry rendering.
Virtual Foundry: Is there a mesh shading trail at the PC model?
Oleksandr Koshlo: No, we determined towards that in the future, because the era is contemporary and there is a sure problem in supporting the number of GPUs and {hardware} to be had on PC. So for now, we went with the easier trail of absolutely supporting it first on consoles.
Nikolay Stefanov: However on all PCs, we nonetheless use the GPU-driven pipelines for culling and extra. So it is simply the meshlets trail which isn’t there.
Virtual Foundry: May you cross into this GPU-driven pipeline and the way it works. The primary time I consider studying about it used to be in Seb Aaltonen’s presentation for AC Team spirit, what’s it like precisely?
Nikolay Stefanov: So, as you mentioned, the density of the element of the arena is one thing that we would have liked to excel at, particularly since Pandora is the superstar of the display within the films, proper? We began by means of creating methods to outline placement for the way a specific biome must glance. There are rule-based methods that let us know when you find yourself on the subject of water, what sort of particular crops are living there, you probably have this sort of tree, what sort of different plants is it surrounded by means of, and so forth and so forth. So, those function in close to real-time, so you’ll be able to alternate the foundations after which have the arena be repopulated inside of a few seconds.
There have been two demanding situations with this. One is that we have got just about ten occasions the quantity of element as our earlier titles. And the opposite problem is that we want to display this element at an excellent distance with the vista methods that we’ve got evolved. So the one approach for us to deal with this kind of element used to be to transport to a GPU-based pipeline – and there may be not anything great complicated about GPU pipelines.
Mainly, what they do is that, fairly than running on a per-asset foundation, they function on large chunks of geometry, sectors which can be 128×128 metres. What the GPU pipeline does is it takes all the sector, first is going via a particular trail that culls the field example, the place it principally says “is that this sector in any respect visual?”, then it does the person culling procedure for the circumstances, together with the meshlets for the particular mesh portions.
Then this builds an inventory of items for the GPU to do vertex shading for – which is somewhat complicated vertex shading I should say. You can be shocked by means of the stuff that our technical artists are doing in vertex shaders. We principally render those to the G-buffers and lightweight them, and so forth, and so forth. However it is crucial for us to nonetheless take care of the versatility that vertex shading offers us as a result of they are used for all the interactive crops that you just see within the sport: issues that flip, the issues that bend, the way in which the ones yellow crops transfer….
Virtual Foundry: Oh, yeah, the bizarre, conical crops that scrunch up while you contact them.
Nikolay Stefanov: So all of that is in fact achieved in vertex shaders. And for those who have been simply to run those for the whole thing, then the efficiency would tank. In order that’s why you need to have meshlet give a boost to for this. In order that’s more or less how our culling works.
Oleksandr Koshlo: In regards to the GPU example culling pipeline in particular, we have no difference at the asset aspect. So when an asset is created, it has no wisdom of whether or not it’ll be procedurally positioned then GPU culled, or if it’ll be hand-placed and undergo any other machine, so it is all clear in that facet.
Nikolay Stefanov: Every other factor that we’ve got achieved for this venture is the vista machine. So principally, we’ve got a few phases. Issues which can be on the subject of you at a cheap distance are full-detail geometry, ultimately the ones get loaded out of reminiscence. After that we transfer into our imposter illustration at the second one distance degree, which once more, is GPU-driven totally for complete sectors. The imposters are your same old imposters with customary maps, although we give a boost to shadowing on them as neatly. After which as you progress out even additional you might have the 3rd degree; even the imposters get unloaded, and we are left with the illustration of the great large issues: the arches, the floating islands, and so forth. Once more, all of that is pushed by means of the GPU: culling, rendering, and so forth.
Virtual Foundry: I am surely surprised that it even runs with out mesh shading on PC according to your description there, so it should be beautiful optimised even with out.
Oleksandr Koshlo: To be truthful, getting mesh shading to be quicker than non-mesh shading used to be in fact somewhat a large problem for me. I have spent somewhat a large number of time on it and nonetheless the vanilla rasterisation is truly speedy and works truly neatly.
Virtual Foundry: You mentioned rules-based placement of property, however how is the terrain in fact generated?
Nikolay Stefanov: So for this venture, as with all high quality open international, I believe the important thing factor here’s to just remember to were given a nice ratio of hand-placed content material – the place you in fact have a clothier that sits down and comes to a decision know what the extent goes to seem like and what the terrain goes to be – and you then go away the element to the pc which will position stuff and do erosion so much quicker than a human and which will do erosion.
For us, the way in which that the arena is accomplished with one thing we name point templates. Take as an example, the house tree within the sport. That is one particular point template that has a large number of hand-placed element inside it, but it surely additionally has artists doing the terrain round it by means of hand. What our point editor in Snowdrop lets in us to do is to take that point template and transfer it all over the world, in order that hand-made terrain is mixed with the bigger terrain that’s the base plate of the extent.
On the whole that is how we do it; we’ve got a base plate this is created by means of a clothier, via the usage of procedural methods, but additionally with a large number of hand crafting to steer the participant. We have now methods for erosion, for the way leap crops are spreading… And on peak of that, we position point templates, a few of which might be positioned by means of hand in an actual location, the terrain is mixed with them and the whole thing is aligned. We even have particular point templates which might be additionally procedurally positioned, or scattered across the point so as to simplify the lives of the designers who almost definitely do not need to be hanging a rock formation by means of hand 1000’s of occasions.

A have a look at how Avatar scales around the current-gen consoles. It is fascinating to notice that even Collection S produces a handsome revel in, albeit one restricted to 30fps with solution and have cutbacks.

Virtual Foundry: I used to be a bit of shocked by means of how large the arena used to be, as a result of I were given to the house tree, I seemed on the map and concept, “Oh, I am not even 1 / 4 of the way in which via this international.”
Nikolay Stefanov: We do have 3 distinct areas. I believe you are nonetheless within the first biome then. Each and every one among them is a bit of bit larger than the scale of the map in The Department 2.
Virtual Foundry: Something I spotted on PC in particular is one thing that I’ve been speaking about for years now. It makes me unhappy that I’ve to speak about it in any respect, however I need to learn about PSO compilation. I am curious how the sport handles it for the PC platform, since the sport does not stutter as we see in some distance too many different PC releases.
Nikolay Stefanov: We principally pre-built the PSOs and we shipped… I believe round 3GB of PSOs on PC, one thing like that. It is a little bit loopy.
Oleksandr Koshlo: It is simply a large number of variation. We additionally deal with the loading of gadgets otherwise. I do not know if I must display all of the playing cards right here [everyone laughs].
Oleksandr Koshlo: Stutter must now not be skilled within the sport by means of design. If a PSO compilation must happen, that implies the item will move in later. We deal with the compilation step as a part of loading the item. Now technically, there may also be insects within the code which purpose PSO stutter, however we glance out for that. That is reported internally and we catch it. However that isn’t the norm. We take that very, very significantly.
Virtual Foundry: Something I spotted whilst shopping within the config document is that there is VRS (variable charge shading) indexed – does the sport in fact give a boost to this?
Oleksandr Koshlo: Sure, it does. I want to take a look at for the surroundings in particular, however the give a boost to is there.
Virtual Foundry: Is it used at the Xbox Collection consoles?
Nikolay Stefanov: I don’t believe it’s.
Oleksandr Koshlo: I don’t believe we are the use of it right now at the Collection consoles.
Virtual Foundry: Are there any explicit portions of the venture you are particularly pleased with?
Nikolay Stefanov: One of the vital issues that I need to deliver your consideration to is the sound implementation of the sport. That is one thing that we’re all jointly very pleased with. We use ray tracing for sound propagation. When a [sound] emitter is occluded or a legitimate displays [off a surface], that is all simulated via our ray tracing international. I do hope we are going to get a chance to speak about it at GDC subsequent yr – it is a truly cool machine.
One of the vital different loopy issues is that each and every unmarried particular person plant that you just see at the floor in fact has a bit of little bit of “cause quantity”. So when the participant personality or a land animal walks via them, they are going to make a localised sound emitter. So principally, while you listen one thing rustling, that implies that there’s in fact an animal this is going throughout the crops there, it is not only a looping atmosphere this is “faked”. So when you have a nice pair of headphones, then you’ll be able to truly revel in that.
Every other factor I’m pleased with is the PC benchmark. It has very, very detailed graphs that I believe you’ll be able to to find fascinating. We have now profiling tags in our sport that let us know how a lot time the ray tracing go takes at the GPU, how lengthy the G-buffer go took, how lengthy the post-processing go took, and so forth. And there’s a element web page the place you are able to see a majority of these issues personally as a part of the benchmark. We additionally give a boost to automation of the benchmark, so you’ll be able to release it throughout the command line after which it’ll come up with all of those main points in a CSV document. The benchmark may even cross into CPU utilization. So it’ll let you know how a lot time it took us to procedure brokers, collision detection, and so forth, and so forth. So if you want stats and graphs, I believe this one goes to be for you.
Oleksandr Koshlo: I believe generally I’m simply pleased with the way it all got here in combination – and that we controlled to cram all of it into consoles at 60fps. Our philosophy for a very long time has been to not depend on some “scorching factor”. We do ray tracing right here, however just for the issues we care about, issues that give a boost to visible high quality so much with the right kind efficiency for us. We care about issues with a top bang in your dollar. And we attempt to paintings on, now not simply the onerous issues, however on basic items after which do it proper in order that the whole thing comes in combination neatly. I believe we did that once more. And I surely hope you prefer the consequences.
Nikolay Stefanov: I’ve a query for you, Alex. Did you check out the movement blur?
Virtual Foundry: [Laughs] Sure. I did check out the movement blur. It is far better than within the trailer. [Everyone laughs]
Virtual Foundry: That is just a little of comments. Would you thoughts enforcing a movement blur slider, since the sport recently simply has a binary transfer for movement blur at the present time. It would be great to show up the exaggeration of the impact or flip it down according to private desire. A large number of the movement blur disappears at upper frame-rates and a few folks may like higher smoothing, particularly in a sport like this one who has cinematic ambitions.
Nikolay Stefanov: I believe it is a good suggestion. We will consult with the designers and notice if that is one thing that we will put in force later. I believe some folks truly revel in movement blur. The humorous factor in regards to the movement blur is that our ingenious director, Magnus Jansén, he is a large fan of Virtual Foundry, so the instant he noticed you speaking in regards to the movement blur he got here to us.

The movement blur dialogue on this segment of the interview references Alex’s preliminary response to the Avatar: Frontiers of Pandora trailer, proven above.

Virtual Foundry: You discussed as a part of the benchmark that you’re recording information on CPU utilization that you’re exposing to the customers. Are you able to cross into how you are making the most of multi-core CPUs and multi-threading in a great way? As a result of it is one thing this is nonetheless a large, large downside space in PC video games.
Nikolay Stefanov: Completely, we will surely cross into a bit of extra element. So with Snowdrop and Avatar, we paintings with one thing that is known as a job graph. Moderately than having a extra conventional unmarried gameplay thread, we in fact break up the paintings up into particular person duties that experience dependencies, and that permits us to make use of multi-core CPUs in a a lot more environment friendly approach. In truth, the sport does not run that neatly for those who wouldn’t have many cores.
The way in which we do it’s that we utilise all the cores apart from one, which we go away for the running machine. For the remainder, we run a host of duties on them, relying at the load. One of the vital nice issues about Snowdrop is that it lets in us the versatility to run this sort of stuff and some of the issues that we spend a large number of time on is simply breaking apart dependencies to make certain that as an example, the NPCs can replace in parallel, that the UI can replace in parallel, that the physics can replace in parallel as neatly. So optimistically you’ll be able to see nice CPU optimisation.
Virtual Foundry: I surely did instantly. Simply very in short, you give a boost to FSR 3 Body technology. And you are going to be supporting XeSS, optimistically sooner or later. Are you shopping at DLSS 3 Body Technology in any respect?
Nikolay Stefanov: We haven’t any concrete plans for DLSS 3 Body Technology… however we’re operating with Nvidia somewhat intently, so optimistically that you will listen extra associated with that sooner or later.
Virtual Foundry: There are some crops which can be breakable on the planet. How are they achieved?
Nikolay Stefanov: It is a continuation of the methods that we used for The Department. Whilst many of the gadgets have give a boost to for destruction in a method or any other, probably the most elementary type of destruction is to modify to a destroyed model of the shaders. You’ll see it while you cross close to a polluted space, as an example, you’ll be able to see the destroyed crops and so forth, then while you defeat the bases the character is cleansed and it switches again to the unique plant glance.
Positive larger crops give a boost to one thing that we name “mesh slicing” and I believe maximum of them are “pre-cut”. Right here in DCCs (virtual content material advent packages), akin to Maya or 3DS Max, you outline how they are intended to be reduce. Then, once we locate successful, we take that specific plant example from the GPU-driven pipeline, and we turn out to be it right into a extra conventional CPU-driven object this is then break up up and destroyed. Then we do physics simulation at the bits that fall out of it. In the event you do that an excessive amount of, you are almost definitely going to start out seeing some frame-rate drops.
Virtual Foundry: In terms of the sound machine and the ray tracing of it, is that ray tracing achieved at the CPU? Or is it achieved in {hardware} at the GPU?
Nikolay Stefanov: It is the GPU, the place it’s to be had in {hardware}. We use the very same ray tracing worlds and the very same ray tracing queries as the remainder of the machine.
Virtual Foundry: The sound does appear love it’s propagating in some way this is extremely life like, it is rather well achieved.
Nikolay Stefanov: Yeah, completely. I believe some of the different issues that you’ll be able to see is that additionally it is interactive. So for those who attempt to fireplace your weapon, you are going to see that sure chook sounds disappear, as a result of they are afraid of you. That is not going to occur for those who fireplace your bow. It is all founded across the interactivity.
That is some of the issues that I am at all times in two minds about as a technical director. As a technical director, you need to stay a prohibit on how bold a specific machine is. However this time with the audio crew, they have needed to reign in their very own ambition. They’re doing such a lot. There are even moments the place they position procedural seeds the place you are going to listen the wind whistling via sure geometry, so that they determine the place you are prone to have wind whistling sounds according to other property, and when a typhoon comes it’ll have distinctive sides, you are going to be listening to all this with 3-d-positioned propagated sounds.
Virtual Foundry: The terrain itself at the floor is fairly tessellated. How is that achieved?
Oleksandr Koshlo: It is pre-tessellated at the CPU. So we simply ship extra detailed grids within the puts that we’d like the ones.
Nikolay Stefanov: With regards to terrain, we did not truly make investments that a lot within the era this time round, as a result of a large number of occasions it is totally lined in stuff!
Virtual Foundry: Yeah it’s normally lined! One of the vital issues that I at all times cherished about The Department used to be the volumetric rendering of the lights itself and the particle lights. Have issues modified for Avatar right here?
Oleksandr Koshlo: Sure. With regards to volumetrics, we most effective had the quantity round and in entrance of the participant in The Department video games. We have now a quantity and ray marching previous it, so we will give a boost to a lot higher distances; it could totally fall aside with out it. We even have volumetric clouds now. We uniformly ray march via fog and clouds. Clouds may also be part of the close-up quantity as neatly, as a result of we will in fact fly into that now with the flying mount. This is a unified machine.
Nikolay Stefanov: As Sasha says, you’ll be able to in fact fly above the clouds now. This results in fascinating eventualities the place, at the floor, as an example, you’ll have a thunderstorm, however now you’ll be able to fly the banshee although the volumetric ray marched clouds after which in fact get above it. It seems to be beautiful cool.
With regards to debris, they obtain lights from ray tracing and we in fact have complete give a boost to for GPU debris now. Within the Department video games we use GPU debris for snow and rain, if I consider appropriately, however now it is all totally built-in with Snowdrop’s node graphs. So the vast majority of particle results are going throughout the GPU with collision detection and all the lights. In order that’s some of the large issues that we’ve got achieved. So all of this swirling, small issues that you just see, the ones are simply GPU debris.
Virtual Foundry: A large number of data to digest right here. Thanks such a lot, Sasha. Thanks such a lot, Nikolay. Thanks in your time. I’m hoping I will communicate to you each in the future sooner or later once more. I’m hoping there is a GDC presentation about the whole thing you’ve gotten achieved!

OpenAI
Author: OpenAI

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