Yesterday, Horizon: Zero Dawn was featured at Siggraph 2015 during the Advances in Real-Time Rendering in Games course, with Guerrilla Games Principal FX Artist Andrew Schneider hosting a session named “The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn”
Today we get glimpse on the session with four screenshots shared on Siggraph’s website, showing the gamee’s sky in four different conditions.
We also get a further glimpse thanks to Bungie Graphics Architect Natalya Tatarchuk, who kindly snapped a picture, letting us take another gander at the game’s beautiful clouds.
More info comes from the description of the panel:
Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality. The most successful approaches are limited to low altitude fluffy and translucent stratus-type clouds. For Horizon: Zero Dawn, Guerrilla need a solution that can fill a sky with evolving and realistic results that closely match highly detailed reference images which represent high altitude cirrus clouds and all of the major low level cloud types, including thick billowy cumulus clouds. These clouds need to light correctly according to the time of day and other cloud-specific lighting effects. Additionally, we are targeting GPU performance of 2ms. Our solution is a volumetric cloud shader which handles the aspects of modeling, animation and lighting logically without sacrificing quality or draw time. Special emphasis will be placed on our solutions for direct-ability of cloud shapes and formations as well as on our lighting model and optimizations.
On top of this, Guerrilla also shared a handy PDF for cosplayers wanting to depict the protagonist Aloy.
The good news is that we get a very detailed look at her 3D Model, including her bow. You can check out all the slides below. They also include some more info on Aloy and her culture.