Xbox One Exclusive Quantum Break’s Screenshots Show Advanced Lighting and Comparisons

on August 25, 2015 5:32 PM

At Siggraph 2015, Remedy Entertainment’s Ari Silvennoinen and Ville Timonen hosted a speech titled “Multi-Scale Global Illumination in Quantum Break,” shedding some light on the advanced techniques used in the upcoming Xbox One exclusive’s lighting (yes, I made a pun).

The presentation slides were chock.full of interesting pictures and comparisons between the various effects and their intermediate stages.

First of all, we get three lovely screenshots:

Quantum (43)

Quantum (47)

Quantum (46)

Here we get a breakdown of the global illumination elements, starting with a final picture:

Quantum (45)

Screen Space Lighting:

AcroRd328/25/2015 , 10:43:39 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

Large Scale Lighting:

AcroRd328/25/2015 , 10:43:47 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

Multi-Scale Lighting:

AcroRd328/25/2015 , 10:43:48 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

Lighting components:

AcroRd32 8/25/2015 , 10:44:26 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

A comparison between reflection probes on and off (including side-by-side).

AcroRd32 8/25/2015 , 10:46:03 PM SIGGRAPH_2015_Remedy.pdf - Adobe ReaderAcroRd32 8/25/2015 , 10:46:05 PM SIGGRAPH_2015_Remedy.pdf - Adobe ReaderAcroRd32 8/25/2015 , 10:46:07 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Placement of the probes:

AcroRd32 8/25/2015 , 10:46:14 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Voxel Tree:

AcroRd32 8/25/2015 , 11:04:24 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Seamless Interpolation (allows to illuminate dynamic and static objects with the same global illumination data):

AcroRd32 8/25/2015 , 10:46:35 PM SIGGRAPH_2015_Remedy.pdf - Adobe ReaderAcroRd32 8/25/2015 , 10:46:41 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

To avoid light leaking,  the trilinear interpolation weight is multiplied with a geometry term, which takes the surface normal into account.

AcroRd32 8/25/2015 , 10:46:48 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Here’s a final image with all the global illumination features.

AcroRd32 8/25/2015 , 10:46:54 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Here’s the same image without global illumination, using only screen space effects and ambient lighting.

AcroRd32 8/25/2015 , 10:46:55 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

The same comparison, showing only the lighting at the bottom.

AcroRd32 8/25/2015 , 10:46:57 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Below you can see a comparison between a picture showing only direct lighting and global illumination. At the bottom you can see two pictures showing only indirect lighting. The pre-rendered reference is compared with the real-time result, and they’re almost identical.

AcroRd32 8/25/2015 , 10:47:08 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Global illumination is also used to implement volumetric lighting.

AcroRd328/25/2015 , 10:47:09 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

A comparison between the results using global illumination and constant ambient light.

AcroRd32 8/25/2015 , 10:47:11 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Below you can see the global illumination diffuse occlusion only, compared with the screen space diffuse color added afterwards.

AcroRd32 8/25/2015 , 10:47:18 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Here’s a Monarch operative with screen space ambient occlusion applied. Before you go up in flames, the speech notes clarify that the final image is in 1080p, but screen-space lighting is evaluated at 720p. That’s actually pretty normal in game development.

AcroRd32 8/25/2015 , 10:47:23 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

The same scene we’ve seen before quite a few times (from a different angle), showing only screen space ambient occlusion.

AcroRd32 8/25/2015 , 10:47:25 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Temporal filtering is used to mitigate noise. You can see the difference below.

AcroRd32 8/25/2015 , 10:47:37 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Below you can see the screen space diffuse lighting compared with a final image.

AcroRd32 8/25/2015 , 10:47:42 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Here are three comparisons with screen space ambient occlusion and screen space diffuse lighting turned on and off.

AcroRd328/25/2015 , 10:47:46 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd328/25/2015 , 10:47:55 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd328/25/2015 , 10:47:57 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

AcroRd328/25/2015 , 10:47:59 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:01 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:03 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

AcroRd328/25/2015 , 10:48:04 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:05 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:07 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Screen space reflections: global illumination specular occlusion and screen space specular.

AcroRd328/25/2015 , 10:48:09 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader

Screen space reflection occlusion with temporal filtering:

AcroRd32 8/25/2015 , 10:48:14 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

A comparison between the screen space reflections only, and the finished image:

AcroRd32 8/25/2015 , 10:48:20 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Here’s a comparison with screen space reflection occlusion and screen space reflections on and off.

AcroRd328/25/2015 , 10:48:24 PMSIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:25 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader AcroRd32 8/25/2015 , 10:48:26 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Various degrees of smoothness for reflections are supported:

AcroRd32 8/25/2015 , 10:48:27 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Compute shaders allow sharing of ray data for a better result.

AcroRd32 8/25/2015 , 10:48:30 PM SIGGRAPH_2015_Remedy.pdf - Adobe Reader

Lighting is, without a doubt, one of the best elements of Quantum Break. It’s quite obvious that Remedy went to painstaking efforts to reach the best results.

It’ll definitely be interesting to see the final game when it’ll come out on April 5th, 2016. What we’ve seen so far definitely looks promising.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.