Презентация доклада для CG Event "Особенности создания контента под OCULUS RIFT В UNITY 3D"
Владимир Деген и Марченко Евгений
Творческая студия "Чингис"
Анализ самых популярных игр на платформах Spil Games. Почему в некоторые игры играют 100 тысяч раз, а в другие – миллиард. Советы разработчикам, как сделать игры более успешными.
Spil Games: Как удовлетворить 150 миллионов пользователейDevGAMM Conference
Анализ широкой аудитории порталов Спил Геймс и о сегментации 150
миллионов пользователей. Кто во что играет, как часто и почему.
Интересные факты и полезные советы для разработчиков.
Анализ самых популярных игр на платформах Spil Games. Почему в некоторые игры играют 100 тысяч раз, а в другие – миллиард. Советы разработчикам, как сделать игры более успешными.
Spil Games: Как удовлетворить 150 миллионов пользователейDevGAMM Conference
Анализ широкой аудитории порталов Спил Геймс и о сегментации 150
миллионов пользователей. Кто во что играет, как часто и почему.
Интересные факты и полезные советы для разработчиков.
В докладе будут рассмотрены издание игр на Steam в Early Access на примере игр SpeedRunners и BOID. Все прелести релиза игры до окончания разработки и подводные камни, с которыми вы можете столкнуться.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
Unity Russia - Good News -- Roman Menyakin, Business Development Director Russia at Unity Technologies (The White Nights: Mobile Games Conference 2014 http://www.wnconf.com)
http://www.somnium-network.com/worldwide/
Играя в интернете зарабатывать деньги
Преврати свой хобби в источник дохода
Простейший сетевой бизнес в мире
Используй твой компьютер и интернет, чтобы заработать деньги.
http://www.somnium-network.com/worldwide/
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
This document provides statistics and sales estimates for various digital distribution platforms, including PlayStation Network, Xbox Live Arcade, and WiiWare. It notes that PSN has had over $180 million in cumulative sales and that top games have sold tens of thousands of units. XBLA games reportedly sell hundreds of thousands of units on average, with some titles exceeding 500,000 sales. WiiWare sales are harder to quantify but some games are estimated in the hundreds of thousands as well, though many likely sell under 10,000 units.
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
В докладе будут рассмотрены издание игр на Steam в Early Access на примере игр SpeedRunners и BOID. Все прелести релиза игры до окончания разработки и подводные камни, с которыми вы можете столкнуться.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
Unity Russia - Good News -- Roman Menyakin, Business Development Director Russia at Unity Technologies (The White Nights: Mobile Games Conference 2014 http://www.wnconf.com)
http://www.somnium-network.com/worldwide/
Играя в интернете зарабатывать деньги
Преврати свой хобби в источник дохода
Простейший сетевой бизнес в мире
Используй твой компьютер и интернет, чтобы заработать деньги.
http://www.somnium-network.com/worldwide/
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
In the session from Game Developers Conference 2011, we'll take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. The session is partitioned into three parts. We begin with the scalability aspects and discuss how consistent use of hierarchies allowed us to combine high resolutions with high view distances. We then turn towards workflow aspects and describe how we achieved full in-game realtime editing. A fair amount of time is spent describing how issues were addressed.
Finally, we look at the runtime side. We describe usage of CPU, GPU and memory resources and how it was kept to a minimum. We discuss how the GPU is offloaded by caching intermediate results in a procedural virtual texture and how prioritization was done to allow for work throttling without sacrificing quality. We also go into depth about the flexible streaming system that work with both FPS and driving games.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
- Idle games are a new genre of self-playing games that have grown popular for their high player retention stats and revenue generation. They allow progress without interaction, rewarding players for returning after periods of idleness.
- Key mechanics include rapid cost/reward growth curves that create a satisfying sense of progress, goals/achievements, and "prestiging" systems that allow resetting games for power boosts. Regular updates and "bumpy" growth curves keep players engaged.
- Popular idle games like AdVenture Capitalist and Clicker Heroes employ monetization strategies like cash infusions, boost multipliers, and protective purchases. Case studies show these can be very profitable for high spend
This document provides statistics and sales estimates for various digital distribution platforms, including PlayStation Network, Xbox Live Arcade, and WiiWare. It notes that PSN has had over $180 million in cumulative sales and that top games have sold tens of thousands of units. XBLA games reportedly sell hundreds of thousands of units on average, with some titles exceeding 500,000 sales. WiiWare sales are harder to quantify but some games are estimated in the hundreds of thousands as well, though many likely sell under 10,000 units.
In this technical presentation Johan Andersson shows how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the work of bringing over an advanced existing engine to an entirely new graphics API, the benefits and concrete details of doing low-level rendering on PC and how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, multi-GPU rendering, async compute & async DMA will be covered as well as sharing experiences of working with Mantle in general.
Johan Andersson presented on graphics and rendering techniques for Battlefield 3 and future DICE games. Key points included the focus on PC as the lead platform using DX10/11, major advancements in areas like animation, rendering, lighting, destruction and streaming, and an emphasis on creating simple yet powerful workflows for developers. He discussed techniques for objects, lighting, effects, terrain and post-processing. Graphics are designed to serve aesthetics and gameplay.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
2. Технические требования проекта
• Мы создаем не игру, а аттракцион
• Динамическая платформа и наушники 7.1
• Погружение и реализм без падения FPS
• Максимальные впечатления за
ограниченное время
• Одна локация – много маршрутов