The Last Wizard
Member
If these guys were able to pull this off with the pro none of the bigger devs/pubs has any excuses seeing as these guys are smaller.
If these guys were able to pull this off with the pro none of the bigger devs/pubs has any excuses seeing as these guys are smaller.
... the team switched to clustered deferred renderer, as opposed to the deferred solution used in Lords of the Fallen. [...] The artists can include hundreds of lights in the scene which are then clustered into the grid where they can be queried in a forward shader
Compared to the dual g-buffer setup of Lords [note: dual g-buffer?] the Surge enables more lights in a scene and faster overall performance
For someone with a 1080p TV, I assume performance is the way to go? How much is gained on a 1080p screen with downsampling in quality mode, vs. the FPS gain from performance? Are there any additional effects present in quality that are missing in performance?
When you say 150% for effects, are you referring to increase in addition to screen res? Because resolution would already be 225% up on its own.dark10x said:Yep, I was really impressed by the Pro support.
Even if you had a 4K TV I'd recommend performance, this is an action game.
Not everyone has to have 60fps to enjoy an action game. 30fps with proper frame pacing can be enough to enjoy the resolution bump.
how could the game look so bland and generic (from a graphics standpoint) with so much good tech within the Fledge Engine?...the article talks about the much improved lighting, particles, shadows etc, so I would expect it to look much better (on PC especially)
It's very common for deferred renderers to render transparent surfaces using forward rendering pass. (Due to deferred transparent rendering can be very costly for memory and performance.)which one is it then clustered forward or clustered deferred?
WHICH ONE IS IT THEN? 100% of every deferred renderer, no matter if clustered or not has a g-buffer... so is it a forward renderer after all?
Digital foundry confuses me again with their tech talk.
Uhh, doh. I only multiplied a single axis. It's 2.25x the pixels - 1.5x in each direction. That's what I get for rushing through. What I was trying to say is that they aren't using any lower resolution buffers here - everything is increased by 2.25x.When you say 150% for effects, are you referring to increase in addition to screen res? Because resolution would already be 225% up on its own.
That's right. In addition, regarding the G-buffer comment, Lords of the Fallen used two G-buffers in its solution to handle transparency but it was costly.t's very common for deferred renderers to render transparent surfaces using forward rendering pass. (Due to deferred transparent rendering can be very costly for memory and performance.)
In many cases this has lead to transparent fx having different lighting than rest of the scene. (IE. windows or particles not having dynamic lights.)
With clustered light approach, it's easy to use light clusters for volumetrics and transparent surfaces as well. (Either use same information or generate separate clusters for transparent surfaces.)
Thus for opaque surfaces clustered deferred and transparent surfaces a clustered forward rendering pass.
Well, they apparently tested TAA at some point, but didn't end up going with it. I wouldn't expect it to appear in a patch but it seems like it would definitely improve things.John, any word from Deck13 regarding AA? This game could really use a temporal solution.
Sure, but clear improvements are clear improvements. The framerate directly affects gameplay, especially in action games where input lag has to be as low as possible.
Maybe compute shader is meant there? It should be given 'clustered'.which one is it then clustered forward or clustered deferred?
That's right. In addition, regarding the G-buffer comment, Lords of the Fallen used two G-buffers in its solution to handle transparency but it was costly.
Maybe compute shader is meant there? It should be given 'clustered'.
A compute shader is probably whar quweries tge tiles /light list/ clusters like in all the + schemes (well most, there is a + set up I once saw that used a mon-compute method to conglomerate the tiles....
That's a very interesting approach, and something Killzone Shadowfall does as well. Technically it's creating a g-buffer for every single particle, it's just that all these textures are stored in an atlas. Relatively wasteful, too, since you have to store position with 3 channels instead of 1 (depth), since they are not stored in view projection space.
Seems LOTF uses the same technique. (EDIT: But they use vertices only, Killzone used more than 4 pixels per particle https://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen)
Every normal deferred renderer has a forward pass for transparencies, but I feel like it wasn't very clear from your video that you are talking about non-opaque objects.
Not necessarily, you can do that with a pixel shader, too. Compute shader is more or less mandatory for setting up (min/max depth) the clusters, culling the lights and creating the list from which to query.
Forward+ is just another name for clustered forward shading.
Downsampling will be universal on Scorpio if the game runs above 1080p. But extra modes which do that, or which boost the framerate above the original target, will be patches and at developer discretion, just like on Pro.I feel Sony has dropped the ball with the Pro, just a little, and Scorpio is going to make quality mode/performance mode/downsampling for 1080p universal benefits....
Not necessarily, you can do that with a pixel shader, too. Compute shader is more or less mandatory for setting up (min/max depth) the clusters, culling the lights and creating the list from which to query.
Forward+ is a hybrid of clustered and tiled, it sometimes clustered forward is also referred to as Forward+.
Yeah, btw, is your Monogame engine clustered / tiled / some other form or just straight classic deferred at this point for opaque stuff? ^_^ How do you handle particle shading (perhaps you have not gotten that far yet)?
Ah yea - that makes sense, and it's good to know for IQ purposes that oversampling is globaldark10x said:What I was trying to say is that they aren't using any lower resolution buffers here - everything is increased by 2.25x.
Not unless Scorpio recently got a 2.5-3x spec upgrade.Raide said:Hopefully it means the Scorpio version will be 4k 60, or close enough.
Ah yea - that makes sense, and it's good to know for IQ purposes that oversampling is global
Not unless Scorpio recently got a 2.5-3x spec upgrade.
which one is it then clustered forward or clustered deferred?
WHICH ONE IS IT THEN? 100% of every deferred renderer, no matter if clustered or not has a g-buffer... so is it a forward renderer after all?
Digital foundry confuses me again with their tech talk.
It's clustered deferred (with 128 bpp G-Buffer) for solids and clustered forward for transparents. Happy to go more in-depth on request.
Surprisingly, the game is also $50 rather than $60 on PC.
Great work, first of all.
Did you evaluate prepass + forward only a la Doom?
That jab at GoW 4 being 91 gigs was hilarious.
That jab at GoW 4 being 91 gigs was hilarious.