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

1se_disabled 1se_enabled 2se_disabled 2se_enabled

New terrain rendering for next map

For new map I plan to use new terrain rendering asset.

It supports usage of 256 textures rendered in single pass with height map based blending. (Till now texture count was limited to 8)

That brings interesting possibilities for more realistic ground rendering with comparable performance.

And what is most exciting it supports tessellation too. That’s technique that I want to use for better cliffs, rock faces representation. Without using ton of 3D rock objects.

Tessellation is not an cheap technique and you need to have shader model 4.6 support on your GPU. But it can switch to fallback shader if needed.

Well video is worth a thousand words

Development update

Many things happened in last two months. 
I got in contact with many people that would like to share maps for Virtual-O.

This activity resulted in one Australian map with interesting difficulty ranging from intermediate with some difficult secions. (which is something that Virtual-O needs for future)
So I have started to convert this map. But after short time I have started to experience most busy weeks in my work in entire life, so work on Virtual-O was reduced.

Still in this busy time I was contacted by more map owners. And one contact has brought an holy grail for conversion. An really really huge OCAD in scandinavian terrain.
Why it is an holy grail? Because you can prepare symbol conversion map once and than use it for whole huge OCAD while creating map by map from this area.
So this option can bring relative easily bunch of maps after first costly conversion.

Stay tuned for more info about map in next posts. And of course here is at least one photo.