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Steam News29 September 201510y ago

Miscreated Patch #25 SVOGI and SFP!

This is a massive update to the game and almost every file in the game has changed as a result. It will require a full download from Steam - approximately 7GB in size.

Full notes

Full Miscreated update

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What changed

0 fixes2 additions0 changes1 removal
  • Gameplay
  • Performance
addedThis is a massive update to the game and almost every file in the game has changed as a result. It will require a full download from Steam - approximately 7GB in size. We've also added SVOGI to the game which improves the look of the game dramatically. We've spent a lot of time working on this release and we hope you guys enjoy it. We do plan on doing a few hotfixes within the next few days, but we didn't want to hold back the update anymore.
addedSVOGI (Sparse Voxel Octree Global Illumination)This system allows us to dramatically change the lighting in the game to a more accurate representation of how light behaves in real life. Interiors of buildings will be darker than the outside world as they should be and color bounces off of objects and shows up on nearby objects. In general the lighting of the entire game looks immensely better. Miscreated is the first game, in any game engine, to use SVOGI in production. It has been attempted by other companies but was removed because it didn't perform well enough. Fortunately for us they have incredibly smart people at Crytek that were able to implement it and now we get to pass that on to you! The system works by voxelizing the entire world. A voxel in this context is essentially just a very basic representation of each object. Think Minecraft: the basic shape is there but it lacks any detail. This is done to the entire world. Once everything is voxelized lighting calculations can be performed on this very simple version of the scene. Then using the simplified voxel version the global illumination is calculated and then rendered into the scene. So what does this mean for you the player? It means scenes will pop out at you a lot more. The interiors of houses will all be properly lit, not bright interiors. Everything looks better and potential performance impact is minimal, if any at all. We love the new feature and we think it really adds a lot of depth to every scene and makes looting houses and exploring the world that much more immersive.
removedAnimation SystemWe also switched the way we do our animations from a traditional first-person/third-person system to a Simulated First Person system. To clarify, this doesn't mean we're removing first person or third person camera views from the game. To understand exactly what this means lets first explore how traditional game camera systems work. Traditionally you have a first person view and a third person view. The first person view is a special view where the only thing you see on screen is your weapon and your arms. This needs an entirely separate animation rig and separate first person animations. The first person animation rig is just the arms up to the shoulder. A third person view is what every other player in the world sees when they look at your character. So it has the full skeleton the full character and every part moves and is animated. This also needs a custom set of animations. So what are we doing that's different? We are taking this first person view and just throwing it away. However, we are reusing the third person view system and using it to simulate a first person view. So what does this mean for development? Why would we do this? With a traditional camera system it means everything needs two

Miscreated changes

addedThis is a massive update to the game and almost every file in the game has changed as a result. It will require a full download from Steam - approximately 7GB in size. We've also added SVOGI to the game which improves the look of the game dramatically. We've spent a lot of time working on this release and we hope you guys enjoy it. We do plan on doing a few hotfixes within the next few days, but we didn't want to hold back the update anymore.
addedThis system allows us to dramatically change the lighting in the game to a more accurate representation of how light behaves in real life. Interiors of buildings will be darker than the outside world as they should be and color bounces off of objects and shows up on nearby objects. In general the lighting of the entire game looks immensely better. Miscreated is the first game, in any game engine, to use SVOGI in production. It has been attempted by other companies but was removed because it didn't perform well enough. Fortunately for us they have incredibly smart people at Crytek that were able to implement it and now we get to pass that on to you! The system works by voxelizing the entire world. A voxel in this context is essentially just a very basic representation of each object. Think Minecraft: the basic shape is there but it lacks any detail. This is done to the entire world. Once everything is voxelized lighting calculations can be performed on this very simple version of the scene. Then using the simplified voxel version the global illumination is calculated and then rendered into the scene. So what does this mean for you the player? It means scenes will pop out at you a lot more. The interiors of houses will all be properly lit, not bright interiors. Everything looks better and potential performance impact is minimal, if any at all. We love the new feature and we think it really adds a lot of depth to every scene and makes looting houses and exploring the world that much more immersive.
removedWe also switched the way we do our animations from a traditional first-person/third-person system to a Simulated First Person system. To clarify, this doesn't mean we're removing first person or third person camera views from the game. To understand exactly what this means lets first explore how traditional game camera systems work. Traditionally you have a first person view and a third person view. The first person view is a special view where the only thing you see on screen is your weapon and your arms. This needs an entirely separate animation rig and separate first person animations. The first person animation rig is just the arms up to the shoulder. A third person view is what every other player in the world sees when they look at your character. So it has the full skeleton the full character and every part moves and is animated. This also needs a custom set of animations. So what are we doing that's different? We are taking this first person view and just throwing it away. However, we are reusing the third person view system and using it to simulate a first person view. So what does this mean for development? Why would we do this? With a traditional camera system it means everything needs two

This is a massive update to the game and almost every file in the game has changed as a result. It will require a full download from Steam - approximately 7GB in size. We've also added SVOGI to the game which improves the look of the game dramatically. We've spent a lot of time working on this release and we hope you guys enjoy it. We do plan on doing a few hotfixes within the next few days, but we didn't want to hold back the update anymore.

SVOGI (Sparse Voxel Octree Global Illumination)

This system allows us to dramatically change the lighting in the game to a more accurate representation of how light behaves in real life. Interiors of buildings will be darker than the outside world as they should be and color bounces off of objects and shows up on nearby objects. In general the lighting of the entire game looks immensely better. Miscreated is the first game, in any game engine, to use SVOGI in production. It has been attempted by other companies but was removed because it didn't perform well enough. Fortunately for us they have incredibly smart people at Crytek that were able to implement it and now we get to pass that on to you! The system works by voxelizing the entire world. A voxel in this context is essentially just a very basic representation of each object. Think Minecraft: the basic shape is there but it lacks any detail. This is done to the entire world. Once everything is voxelized lighting calculations can be performed on this very simple version of the scene. Then using the simplified voxel version the global illumination is calculated and then rendered into the scene. So what does this mean for you the player? It means scenes will pop out at you a lot more. The interiors of houses will all be properly lit, not bright interiors. Everything looks better and potential performance impact is minimal, if any at all. We love the new feature and we think it really adds a lot of depth to every scene and makes looting houses and exploring the world that much more immersive.

Animation System

We also switched the way we do our animations from a traditional first-person/third-person system to a Simulated First Person system. To clarify, this doesn't mean we're removing first person or third person camera views from the game. To understand exactly what this means lets first explore how traditional game camera systems work. Traditionally you have a first person view and a third person view. The first person view is a special view where the only thing you see on screen is your weapon and your arms. This needs an entirely separate animation rig and separate first person animations. The first person animation rig is just the arms up to the shoulder. A third person view is what every other player in the world sees when they look at your character. So it has the full skeleton the full character and every part moves and is animated. This also needs a custom set of animations. So what are we doing that's different? We are taking this first person view and just throwing it away. However, we are reusing the third person view system and using it to simulate a first person view. So what does this mean for development? Why would we do this? With a traditional camera system it means everything needs two

Source

Steam News / 29 September 2015

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