Try Virtual-O at crossroad of O-Ringen Värmland 2017 and O-Ringen Kolmården 2019

If you are attending O-Ringen next week, don’t forget to visit O-Ringen Kolmården 2019 tent where you could try Virtual-O!

You will get exciting info about upcoming O-Ringen Kolmården 2019 and chance to play Virtual-O or even win Virtual-O license there.

Presentation tent is highlighted with pink color on this map:



O-Ringen Kolmården 2019

Experience the wonderful terrain of Kolmården, filled with beautiful nature reserves!

Experience a very compact and central O-Ringen city which is easy to reach from both within Sweden and across Europe, for example, by low-cost flights to nearby Skavsta airport.

Experience a concept with fellowship in focus with lots of great vacation activities both in the region and in the O-Ringen city!

Your club and family will be gathered at the same arenas all week long independent of Foot-O or MTB-O!

Experience the adventure at O-Ringen Kolmården 21-27 July 2019!

Video preview of runtime objects streaming around player

Video preview of runtime objects streaming around player

Scandinavian terrain is special beast in terms of vegetation density, so Virtual-O needed something special to get on that level.

And that’s objects streaming feature.
It basically generates ground objects around player on the fly. Without run-time streaming we would need to store basically hundreds of thousands if not millions of objects.
Which hinders performance and memory usage a lot.

What is important, those objects are generated always on same place with same rotation scale etc, although they will despawn when you are not near.
Its main purpose is for objects generation which are not paint in the map. Like small rocks, bushes, small vegetation, stumps etc.
But I’m using it now experimentally for symbols 407 and 409 too and it’s working great.

It’s very exciting feature which is able to deliver lot of small details without big performance hit.
At first it will be only available only on new scandinavian map. But it’s implemented in a way which make it possible to add it to old maps too.

Something about upcoming scandinavian map

Here is an interesting info about upcoming map. I would like to emphasize that it will be first scandinavian map!
To make it little thrilling I wouldn’t be posting map pictures yet, so you can try to find it by yourself…

Kudos to Sven Granfors. Here are few words from him:
Landvetter is a village about 20 km east of Gothenburg. The local club and map-owner is OK Landehof and the map has been produced by members of the club. OK Landehof is an orienteering club with main focus on youth, but has also fostered WM-medalists and even a world master in the 1970’s. Apart from orienteering, OK Landehof is also active in nordic skiing and biathlon.
The terrain around Landvetter is quite typical for the region and parts of it is similar to the area where Tiomila will be held in 2017. It’s rather hilly, for being in the south of Sweden and dominated by pine trees, however part of the area is a nature reserve, with large oak trees. Due to the active forestry in the region, there are also areas with denser forest and deforestation areas. The rather large amount of marshes are easily crossed during spring and early summer, whereas they can be very hard to cross late summer or fall, due to the high grass growing there.

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Öster Klubbstugan

Development update 2

While preparing new maps some time has passed while Virtual-O game engine wasn’t updated. (because latest version of game engine has some issues with performance related to trees count)

Well this isn’t yet fixed in the Unity. But raising compatibility problems of used assets has forced me to upgrade the engine nevertheless. This update will start its life at first only in beta branch.

 

On the positive side we get an access to some new features of game engine so Virtual-O can use new terrain rendering asset that allows us to render 256 textures in one pass and tessellation.

Here is little comparison of disabled vs enabled tessellation for rock faces. Tessellation will be used for new map.

tessellation_off tessellation_on

And here is little preview of new feature called Screen Space Shadows. It provides screen-space raytraced shadows for directional lights for sharp, detailed contact shadows.

It’s relative cheap image effect which can add a lot of depth to grass fields.

Well you can check it by yourself. First images from pairs are without this effect. Ignore slight color differences. They are not result of this effect. Effect just add shadows.

What is interesting that this effect is relative effective even on lower settings where shadows have lower quality. But this effect add here still lot of depth

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