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The Witcher 3: Impressive New WIP Videos and Screenshots Show The World and Advanced Occlusion Tech

by on April 10, 2014 6:43 AM 20

At the Games Developers Conference CD Projekt RED Engine Programmer Przemysław Czatrowski held a panel titled “Solving Visibility and Streaming in the The Witcher 3: Wild Hunt with Umbra 3” explaining how the developer used the Umbra 3 middleware to help building the world, and its advanced ambient occlusion culling technology to render only the objects that are actually visible on the screen, massively reducing the load on the video card.

The presentation slides are now available, and Umbra Software published a recording of the presentation.

Here’s how the occlusion process works:

  1. The world is split in tiles, and for each tile a “tome” data package is built, including the occlusion data. The engine determines which tomes are needed to be shown depending on the camera position and direction.
  2. If the newly determined set of tomes differs from the previous set, an asynchronous compitation process starts, creating a new tome collection, that is sent to the renderer to replace the one previously rendered.
  3. Tomes that are not used anymore are removed from the stream to free up memory.

The following screenshots showcase the process in sequence in the Skellige area. The green portion is the one currently displayed. As the camera moves the yellow area is determined to be included within the scene, and the new tome collection is built, adding up its objects to the current one.

Witcher3_02 Witcher3_03 Witcher3_04

In the video below you can see the same process in motion in the game’s editor.

Quite a few in-engine tools were developed for the artist to use with this technology:

  • A detachable rendering camera that can be split from the occlusion camera.
  • The streaming visualization feature shown in the video above.
  • Memory and geometry statistics visualization

Here are a sample scene from the city of Novigrad comparing the actual screenshot in game with what is rendered by the engine and what isn’t thanks to the occlusion technology. You can see the camera displayed in yellow.

Witcher3_20 Witcher3_21

In this scene 43 tomes are loaded for 61 megabytes of data. An additional 15 mb of inter-tome data is generated on the fly. There are over 62,000 static mesh chunks in the whole scene, but less than 500 are visible and rendered (about 0.76% of the total). It takes only 1.8 ms (query time) to produce those results. The process doesn’t just affect static meshes but also particles, skinned meshes, simulated meshes and decals (blood, burns and so forth).

In the gallery below you can enjoy more examples. Unfortunately they are much lower in resolution, but still nice to see.

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We also learn that Skellige is 8×8 km in size, there are between 45,000 and 50,000 static mesh chunks loaded at any given time and the average amount of chunks actually rendered is between 1% and 5%.

The city of Novigrad is 8.5×8.5 km, there are over 100,000 mesh chunks loaded at all times, and the average amount of those visible and rendered varies between 2% and 5%, but there are particular situations where there’s less than 1% loaded like above.

The size of Umbra data stored in the hard drive (tome data plus additional data) is 300 megabytes for Skellige and 250 for Novigrad. During runtime Skellige has 40-80 megabytes loaded in memory at any given time, while Novigrad has between 45 and 80.

The chunks mentioned above are parts of meshes. Basically a chunk is a piece of an object and occlusion is done per-chunk. Below you can see a tower with the chunks selected. For instance if only part of the roof is visible, the renderer will only display the chunk with the roof in it.

All meshes are created by hand, and the chunks normally include elements made with the same material, also set by hand.

Witcher3_11a

All the meshes have LOD levels varying on distance (differently detailed models with less details for farther visualization). Each mesh has different LOD levels, each of which has different chunks to which a LOD distance is assigned, and each one is given an unique ID.

During runtime Umbra finds the right chunks and pushes them to the renderer, but only the visible ones with the right LOD level depending on the distance from the camera are rendered.

Witcher3_12 Witcher3_13

Below you can see the whole process in action in engine:

In the Q&A at the end of the presentation it was also mentioned that CD Projekt is working on implementing occlusion culling on shadows (which isn’t done in the video above) as well. Umbra can be provided with data on the direction of the light and during the query process it can calculate which chunks cast shadows that are visible from the camera, and render them alongside the objects.

Below you can enjoy a cpuple more work-in-progress screenshots included in the presentation. Remember that due to their nature, they aren’t fully representative of the final game.

Witcher3_07

Witcher3_01

Join the Discussion

  • http://www.twitch.tv/MC_A_DOT A DOT ASANTE

    Wow

  • Salomao Elesbon

    Will it take advantage of tiled resources already on DX11.2?

    • Jack Joyce

      CD Projekt Red has a lot of experience with Direct X… So I’d imagine so.

    • Xtreme Derp

      Probably. PS4 also has hardware level support for GCN PRT.

  • Michael Balchunas

    This is my most anticipated game, probably ever.

    • PCS4-Box U

      The second one was an amazing surprise for me, i didn’t expect it to be anywhere near as good as it was… one of my all time fav’s! I’m in the boat with you on this one.

  • Dynasty2021

    Still won’t be 60 FPS on consoles.

    100% guarantee.

    • benbenkr

      Neither will it be on majority of PCs.

      So what’s your point?

      • Dikan45

        Trolls rarely have one!

      • Xtreme Derp

        By “PC” they always mean a $3000 box with SLI Titans, even though most PCs are barely powerful enough to run League of Legends on low settings.

    • PCS4-Box U

      I have a decent rig and i can’t run witcher 2 maxed out…. i can get close but keeping a solid 60fps isn’t happening without some compromise.

    • Xtreme Derp

      Agree, neither console is hitting 1080p 60 on demanding next gen games like Witcher 3 and Watch Dogs. You’ll need a 4-5TF GPU to hit 1080p 60 very high/ultra on PC.

      • Kumomeme

        also this game was open world..its more harder to attain higher framerate on open world game rather than linear game….

    • Jecht_Sin

      Nor it will be on your PC.

      Unless you have early access to a Radeon 295x, sure. :p

    • Kumomeme

      i doubt major pc can attain 60fps either..even high end gpu might struggle with it
      (well beast like r295,sli 780ti might be different case)
      ..beside it was easier to attain beautiful graphic and higher framerate with linear game,but this game was open world..which is make it harder

  • Daniele Santini

    Videos don’t load…
    Anyway, wow! Cant’ really wait for it!
    Let’s just hope they also realised a plot as good as it was in the first two chapters!

  • Nicholas Perry

    I only hope the occlusion isnt very visible or transitions annoying in retail

  • PhantomVash808
  • ImonadrugcalledCharlieSheen

    This game looks so good that even though I’m not into this type of game, I’m now into this type of game.

  • tabish1993

    Isn’t this similar to tiled rendering used in dx 11.2 ??

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