Terrain and forest rendering in The Hunter
#1 Members - Reputation: 332
Posted 14 June 2012 - 01:55 PM
#2 Members - Reputation: 179
Posted 14 June 2012 - 02:19 PM
Also there is a case of priorities, making the forest look pretty would be high here.
Yeah, this is just my speculations obviously, I don't actually know anything.
-JimC
#3 Members - Reputation: 332
Posted 14 June 2012 - 02:32 PM
It does look nice, but I don't think they do anything 'magic'. Good use of Dynamic Level of Detail, instancing and culling, also of course good artwork.
Also there is a case of priorities, making the forest look pretty would be high here.
Yeah, this is just my speculations obviously, I don't actually know anything.
-JimC
Yeah, I'm sure it's not done by doing anything unheard of, but it would be nice to know if they used something like megatexturing for the terrain or if it's more like texture splatting. If it's the latter one, then it amazes me how many highres textures they must be using. How to achieve such a smooth frame rates with all the required texture samplings? My experience at the moment is that sampling around five highres textures and normalmaps for rendering the terrain, with some noise mixing, is a kill for pixel processing.
#4 Members - Reputation: 305
Posted 14 June 2012 - 04:42 PM
#5 Members - Reputation: 515
Posted 15 June 2012 - 01:12 AM
in bf3 you have large open space combats and i dont know of any forest fighting map. why would they go and do super tech around forests?
in arma2 you allso have large open spaces and you can fight in forests. they look pretty shitty in my opinion but then again, they have a ton of other stuff in the game.
so dose bf3 aswell.
the hunter´s, selling point is to hunt animals. And you happen to do that in a forest. so they probably have spent a lot of time working on that.
But from what i could say they use in tech is probably :
Volumetric clouds, to get that fluffy feeling cloud.
A realy good Lod system.
Cullers, they probably use some kind of Occlussion culling system to avoid draw stuff behind other stuff.
some nice shader system and cool particles.
But thats just what i think!
Edited by Tordin, 15 June 2012 - 01:14 AM.
#6 Members - Reputation: 332
Posted 15 June 2012 - 02:44 AM
Mostly I'm struck by the terrain texturing. Some parts look like they could be procedurally done in GPU, but some, like rocks, are definetly not procedural. Even with rocky ground, it seems that they have a lot of very detailed textures mixed together. I just wonder how they managed to do this without totally overloading fragment processing by texture sampling. In my engine, I'm thinking of using textures and normalmaps for only closeup terrain and just mixing colors for farther away terrain. In Hunter they clearly use texturing also for far away terrain, but maybe with a bit more restrictively than for closeup. Don't know.
#7 Crossbones+ - Reputation: 3544
Posted 15 June 2012 - 02:51 AM
bf3 actually has quite a lot of trees on the outdoor maps, they are as much part of game mechanics as any other environmental feature and they look decent enough. Although clearly the game doesn't revolve around trees whereas in a game like the hunter you are permanently surrounded by trees, so they better look convincing.in bf3 you have large open space combats and i dont know of any forest fighting map. why would they go and do super tech around forests?
#8 Members - Reputation: 1010
Posted 15 June 2012 - 03:07 AM
#9 Members - Reputation: 332
Posted 15 June 2012 - 05:21 AM
I googled a bit and saw a forum post about a graphics bug/glitch/whatever where the trees which were like 10 meters far appeared as rectangles with the tree in the middle and greenish color elsewhere, so id say they use impostors.
Ok, thanks for that bit. Probably impostors are a necessity for rendering such a large amount of trees and I think it works well in this kind of case, where there are always close up trees blocking the view, so that far away trees are not fully visible anyway most of the time. I think they are also using some sort of texture mixing for the tree trunks, as they are quite sharp and still have a lot of varying detail, like moss near the roots.
#10 Members - Reputation: 1010
Posted 15 June 2012 - 05:30 AM
#11 Members - Reputation: 105
Posted 09 November 2012 - 07:51 AM
no it happend to me and i just downloaded the game






