Claybook PS4,XOne, PC création de mondes en argile
Publié : mar. 16 mai 2017 19:54
En attendant Dreams voici Claybook, développé par Second order qui est composé de 2 personnes (maintenant 3) depuis 1 an et demi. Le jeu tourne sous Unreal Engine 4.
Le jeu est prévu sur PS4, Xbone, PC et tourne à 60fps sur toutes les palteformes.
Le site web : http://www.claybookgame.com
Quelques infos techniques sur le jeu en provenance de B3D
Le jeu est prévu sur PS4, Xbone, PC et tourne à 60fps sur toutes les palteformes.
Le site web : http://www.claybookgame.com
Quelques infos techniques sur le jeu en provenance de B3D
I am happy to announce our game Claybook! We have been doing this for almost 1.5 years now with 2 people team. We recently acquired one extra guy to help with content production, so now we have 3 guys in the studio.
The game is using signed distance field (SDF) based geometry.
Our tech is a bit different than Media Molecule for Dreams. We aren't converting our SDFs to point clouds. We are directly raytracing them. Graphics is only a small part of our tech. We focus more on gameplay and physics simulation.
SDF based world presentation allows pretty nice new gameplay stuff. custom GPGPU physics engine and ray traced visuals (including primary rays, shadow rays and AO). I have been doing roughly 50% rendering + 50% physics programming = 100% compute shaders.
The game is coming to Xbox One, PS4 and PC. We are running 60 fps on all platforms.
The background (outside the play area) is a simple polygon scene rendered with Unreal Engine. We combine our ray traced game area and the background in the same g-buffer. Unreal Engine handles image post processing. Lighting is mix between our and Unreal code. We added custom ray traced soft shadows and custom ray traced AO.
60 fps on all platforms. Stable 60 fps is more important for us than resolution. We haven't yet decided final rendering resolutions. I am still optimizing the tech. I post performance figures to Twitter (https://twitter.com/SebAaltonen) quite frequently.
PSVR and Oculus Rift definitely interest us. Our ray tracer doesn't have any "draw call" overhead or vertex processing overhead, so it should perform very well with two eyes. We are already 60 fps on consoles, and PSVR is 60 fps + 120 Hz timewarp, so performance should be similar. But we are already releasing the game for 3 platforms with a team of 3 people, so I doubt we have resources to add VR support for launch. But we will definitely test it at some point.PS4 Pro will obviously have improved visuals (higher resolution and quality). We don't want to change the physics, as we want scores to be comparable between all platforms. We are spending a quite big portion of the GPU time for physics simulation & world modification on the original console revisions. Physics simulation time will be smaller on Pro, meaning that we should be able to push visuals up a bit more than most games. Also there's the level editor, and we definitely don't want to split the community in half. Game play can't change between platforms.