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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Phantom
C C P C C P Alliance
5072

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Posted - 2014.12.08 15:59:13 -
[1] - Quote
With Rhea we will see a massive improvement of the graphic quality in EVE Online.
The rendering of ships and other objects will be switched from the old phong model to a new set of physical based renders. Those new renders have superior qualities; they converse, for example, the total amount of energy which leads to more realistic scenes.
Read more about this new physical based rendering in CCP Mankiller's latest dev blog Physical Based Rendering and making EVE look "Real" that, of course, also contains shiny pictures!
CCP Phantom - Senior Community Representative - Volunteer Manager
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CCP Mankiller
C C P C C P Alliance
359

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Posted - 2014.12.08 15:59:34 -
[2] - Quote
Also I want to give huge thanks to CCP Antiquarian, who helped me a lot with the wording and the sentences and the paragraphs and all that!
So please blame me for all the facts and praise him for the words!
Big thanks, man!!!
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CCP Antiquarian
C C P C C P Alliance
101

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Posted - 2014.12.08 16:01:54 -
[3] - Quote
Don't blame me for all the words. I was obligated to leave some of the rambling intact.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for limited fulfillment of your social media needs.
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CCP Darwin
C C P C C P Alliance
580

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Posted - 2014.12.08 16:41:02 -
[4] - Quote
Vincent Athena wrote:I saw nothing about impacts to FPS. What about FPS? I really did not like it when in the Sisi mass tests my fps dropped to 2.
Depending on which mass test you were in, you may have been affected by other issues. PBR should not catastrophically reduce your frame rate.
That said, I hope you filled out the survey form at the end of the mass test! Also, if you are able to reproduce any of these issues on Singularity, or you experience them on Tranquility, please use the button on the F12 menu to submit a bug report. Bugs that affect gameplay that badly are top priority.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Vertex
C C P C C P Alliance
290

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Posted - 2014.12.08 16:47:00 -
[5] - Quote
Murashj wrote:When will PBR be added to T3 cruisers, stations and other structures?
SoonGäó
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP Vertex
C C P C C P Alliance
290

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Posted - 2014.12.08 16:51:49 -
[6] - Quote
Vincent Athena wrote:I saw nothing about impacts to FPS. What about FPS? I really did not like it when in the Sisi mass tests my fps dropped to 2.
Performance tests were conducted for PBR and as with any new rendering technique, there is an additional cost. That cost was within our expectations, however if you encountered significant performance drops, please file a bug report.
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP BunnyVirus
C C P C C P Alliance
1350

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Posted - 2014.12.08 18:06:53 -
[7] - Quote
Dante Khimera wrote:Hey! I don't know if this is the right place, but I'd love to have more info about the artistic job on those ships. They look fabulous ! Did the art team had to re-author specular textures in terms of roughness/metalness like in Unreal Engine 4 or did you manage to take those and plug them "as it" in your new renderer ?
We had to re-author not only specular into roughness we also had to re-author diffuse maps into albedo maps.
We are already experimenting how we can use the roughness map to get a better variety and control in how our assets look like
3D Artist
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CCP BunnyVirus
C C P C C P Alliance
1353

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Posted - 2014.12.09 08:18:53 -
[8] - Quote
Jon Dekker wrote:"dynamic dirt levels (older ships showing their age?)"
YES PLEASE! I can also think this would allow dynamic damage on the hull, right?
On the dirty ships idea, I've always thought about what EVE would be like with a system that allowed a ship to "get old". Sort of like that trusty Corellian freighter that looks like crap but can still make the Kessel run in only 18 parsecs! It's not a gamechanger, but I think it would add a whole new dimension to ship ownership. It's the little things that make me excite! :)
Dynamic hull damage is unfortunatly something else and not included but i might be able to convince ccp mankiller to think of a way to use the dirtmap for stuff like that.
3D Artist
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CCP BunnyVirus
C C P C C P Alliance
1353

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Posted - 2014.12.09 09:57:53 -
[9] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file.
3D Artist
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CCP Antiquarian
C C P C C P Alliance
113

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Posted - 2014.12.09 10:12:52 -
[10] - Quote
Tarsas Phage wrote:I guess you can say that the new light modeling looks pretty... Schlick.
This is pretty good.
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for limited fulfillment of your social media needs.
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CCP BunnyVirus
C C P C C P Alliance
1355

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Posted - 2014.12.09 10:37:27 -
[11] - Quote
Valeo Galaem wrote:CCP BunnyVirus wrote:Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on! First, the _ap.dds could you mean _ao.dds? If so it is an ambient occlusion map Second, the R represents the roughness map and last all material definitions are in the data.red file. I mean the *_ap.dds files, just like I said... http://i.imgur.com/0wSxcG1.png
I do understand that large models (capital ships, etc) have ambient occulsion maps in the *_ao.dds files. But, smaller ships do not. All ships using PBR have the *_ap.dds files. Those files have greyscale texture data on the RGB channels with some colored data for "weathering" and fine painted details (as seen in the image I linked), and a mask for said fine painted details in the alpha channel.
In that case its the albedo map + a new mask map
3D Artist
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CCP Mankiller
C C P C C P Alliance
377

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Posted - 2014.12.09 10:38:44 -
[12] - Quote
Timai Mutex wrote:That is a little strange formula for BRDF. Second part look like Beckmann distribution, but were is 'e' it thats case? And whole top part is seems like oversimplified, isn't it should be e^(((n.h)^2-1)/C^4*(n.h)^2)? Assuming that C^4 = roughness^2?
And the third part kinda looks like Cook-Torrance geometric function (because using 'min'), but also look strange. So, i'm just curious, what distribution/geometry term did you use?
So, the first part of the shown equation is the fresnel term and it's based on Schlick's approximation, nothing special here.
The second part is the distribution model and this one is called GGX, it's good for all non-organic surfaces like metal, plastic, etc. Please find a good explanation here, it's equation (3)
The final part then is the Schlick-Smith based visibility function, a bit optimized for performance.
I hope that helps a bit. |
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CCP Mankiller
C C P C C P Alliance
377

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Posted - 2014.12.09 10:44:02 -
[13] - Quote
Valeo Galaem wrote:(I've also asked this on reddit...)I've taken a look at the resource files on Sisi and I have a few questions:
- What is the *_ap.dds texture? An albedo map + some kind of mask?
- The *_pgs.dds files are now *_pgr.dds files. What is the "R" channel that replaced the specular map? (Roughness?)
- The *.black files are gone, so where are the material definitions?
Once upon a time there was a Dev Blog that gave a nice breakdown: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
I'm just wondering. There are a lot of people who like to use Eve assets in 3D projects and the new models are too beautiful to pass on!
Hi!
_ap stands for albedo and paintmask: three channels for a color albedo map plus the alpha channel holds a special paint mask, which indicates small paint jobs on the hull.
The change from _pgs to _pgr indicates the switch from specular maps to using roughness maps.
And finally the black files for ships are all gone because all of this data moved into the SOF, as explained in this devblog!
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CCP Antiquarian
C C P C C P Alliance
115

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Posted - 2014.12.09 10:59:37 -
[14] - Quote
CCP Mankiller wrote:And finally the black files for ships are all gone because all of this data moved into the SOF, as explained in this devblog!
((stagewhisper)) ...which I also got to edit! ((/stagewhisper))
"Singularity pilots are helpful pilots."
@CCP_Antiquarian - for limited fulfillment of your social media needs.
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CCP Vertex
C C P C C P Alliance
299

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Posted - 2014.12.09 11:01:04 -
[15] - Quote
Lil' Brudder Too wrote:Sooo, i had just looked at those same ships on SiSi moments before i read that blog.... While i was looking at the new ships i kept saying, that looks nothing like it...the one i'm seeing has no color minus a few spots... Then my borther looks at them on his PC...his looks MUCH different....so we compare graphics settings... As it was, most ships looked absolutely terribad on my PC...with these settings (note, not exactly 'everything at lowest possible' ) A-A = medium P-P = Low Shader = Medium Texture = High LOD = High Shadow = Low Interior EFX = Medium Interior Shader = Low --- Now once i changed everything to max did the ships look decent. Brutix still looks like i'm flying a chrome Christmas tree ornament. I'm sorry, but did you even consider those of us that don't run our clients on full max GFX settings before you made the non-full versions? Very disappointed. -- Okay, so i narrowed the biggest "ugliness" culprit down....its the "shader quality" With everything else set on "high"...here is what happens with the model when changing "shader quality" from high-medium-low....something is off here.... HighMediumLowMaybe someone (i don't know, maybe the Imbedded QA????) should test their stuff before saying its 'done'. Good form CCP. I suspect it is like this for numerous other ships as well. But since i'm paying you (CCP) to test these sort of things while you are developing them...and not the other way around...i have other things more important to do.
Hi Lil' Brudder Too,
We most certainly consider and go to great lengths to investigate the visual and performance impact of our graphic features on a wide range of hardware, specifically using our minimum & recommended specification machines as control points.
You have discovered yourself that the ships don't look as good on Medium shader quality, this is because we do not include the dirt map in that shader model. This reduces the instruction count by roughly 50%, this was done purposefully to ensure players with mid-range hardware that cant cope with high settings can have improved performance at the cost of reduced visual fidelity.
I can see your GPU should be more than capable of running the client with high shader quality, if there is a reason such as performance issues that is forcing you to run on medium shader quality then we'd love to see a bug report from you so we can investigate.
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP Mankiller
C C P C C P Alliance
380

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Posted - 2014.12.09 11:08:24 -
[16] - Quote
Xindi Kraid wrote:Would you folks care to give us a list of all the maps (and specific channels/masks) and other files you guys are using to texture with?
Hmmm, I would have explained that in the devblog, but we have some brand new idea here for how to pack these channels and we are investigating this right now. So as soon as we have something solid, I'll let you know!
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CCP Vertex
C C P C C P Alliance
299

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Posted - 2014.12.09 12:01:23 -
[17] - Quote
pinelope1 wrote:I smell a min spec increase on its way.
We have no change planned currently. :)
CCP Vertex-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP Darwin
C C P C C P Alliance
620

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Posted - 2014.12.10 19:51:02 -
[18] - Quote
Ranger 1 wrote:This just in:
CCP Vertex has to explain to a rude player that Low and Medium graphics settings don't look at good as high graphics settings.
Patience of a Saint...
Don't get him angry. You wouldn't like him when he's angry.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
620

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Posted - 2014.12.10 20:29:45 -
[19] - Quote
Lil' Brudder Too wrote:If calling someone out because it looks like they did not do their job is considered rude...i can live with that.
It is, but let's move on.
Quote:Also, re-read the underlined parts...and look at the pics again...i think you missed those the first time around. I wasn't complaining that "low and medium graphics look worse than high"...of course they will...i was merely pointing out that the Low actually has more texture and color than the Medium, which seems bassackwards to me.
If your question was "why is there more detail in Low than in Medium," you didn't state that in your first post.
High uses PBR with dirt maps.
Medium uses PBR without dirt maps, which is a significant optimization but still retains the lighting model.
Low chucks the lighting model out the window for something entirely different (maybe Lambert shading with illumination clamped above zero? I haven't looked at the code) and reintroduces the dirt maps because even with them the rendering is faster than Medium or High.
Low's different lighting model, because it does away entirely with any shininess or reflections, will have more saturated colors, and it'll have the details from the dirt map.
If you like one look better than another, I absolutely encourage you to pick the one you like.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
620

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Posted - 2014.12.10 23:50:29 -
[20] - Quote
Mharius Skjem wrote:Strange effects with shadows in gas clouds earlier on. I saw the shadow of an asteroid on the gas cloud with a zone of no shadow in between.
If you see this type of thing in-game and you have a moment, please use the F12 menu's bug reporter to submit a bug with a screenshot. This will get the picture to the right people so we can have graphics QA look at it.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
624

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Posted - 2014.12.11 22:40:51 -
[21] - Quote
Lil' Brudder Too wrote:It seems that it is just the gallente hulls that have this issue. Have you even considered this?
Instead of pulling out your soap box and telling all the dissidents to bugger off with their opinions (essentially that is your tone), why don't you take some time to see what the problem we are actually seeing is...
The issues you raise are already topics of discussion on the art team as they talk about how to improve the first version of PBR. And, of course player opinions matter, positive or negative.
That said, when you turn your comments against the people involved rather than the things you like or don't like about the work, you do risk them tuning out, which is a shame because you're raising comments about the work that have value.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
624

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Posted - 2014.12.12 01:15:08 -
[22] - Quote
Dangeresque Too wrote:Found this gem when I was going to my recent screenshots... I know they say its not done yet as they only released like 1/3 of a full graphics system upgrade, but this just looks wrong.
It does look wrong. If you are able to go back to where you were and re-create the screenshot as part of a bug report through the F12 menu, we'll get a bunch of additional info that will help us identify why it looks like that under those circumstances.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
628

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Posted - 2014.12.13 04:10:45 -
[23] - Quote
asteroidjas wrote:The responses CCP have given from the start have been "well if you don't like the setting, don't use it"...while he was trying to tell them something looked wrong with the setting, not that he 'didn't like it', but that something looked wrong. Apparently, all while they were already internally aware to some extent and were 'talking about' working on it. Yet, it wasn't until the final response that they actually answered that the issue with the gallente hulls is something they are talking about working on.
The art/graphics team is made up of a bunch of people who are expert in multiple disciplines. The reason I couldn't answer that the issue was being talked about earlier than I did is that I didn't know that was the case until I had the right conversations with the right people.
It's easy to see CCP posters on the forums as members of a monolithic entity where everyone has a perfect idea of what's going on and is 100% on-message at all times. Instead, we're each bringing our own personal understanding to the forums when we post.
I try to be careful to say only what I know to be true, because I don't want to make promises or claims that I can't back up. So, don't expect me to say "oh yeah problem A with ship X will be fixed on day Y" unless I know for sure that's the case.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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