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.
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.
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.
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.
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