![]() The light culling and the lighting are calculated together in one compute pass for each environment map face. The game uses tile-based deferred rendering path for calculating the lighting of environment maps. The game uses screen space ambient occlusion but SSAO can help you on a small scale.īaked ambient occlusion helps to darken on a large scale such as darkening in patios and interiors.Įnvironment Cubemap Faces (Baked AO): R8_UNORM That method uses a pre-filtered environment cubemap along with an environment BRDF LUT.įor filtering, the game convolutes an environment cubemap and stores convoluted versions in the cubemap's mipmap levels.īefore executing a lighting pass for the environment cubemap, RDR2 renders baked large-scale ambient occlusion into another cubemap texture. RDR2 uses split sum approximation for Image Based Lighting. RDR2 does some optimizations to reduce the cost.įor example, the game only draws static and opaque objects, does frustum culling before rendering each face, and draws lower LOD versions of models.Īlthough, I've found that poly count of the terrain is still very high for environment maps.Īfter the G-Buffer pass, a sky environment cubemap is generated using a sky paraboloid map and cloud-related textures. It generates a thin GBuffer for the envrionment map, similar to Far Cry 4.Įnvironment Cubemap Faces (Albedo): RGBA8_SRGBĮnvironment Cubemap Faces (Normal): RGBA8_UNORMĮnvironment cubemap generation in every frame can be a heavy task. Like the GTA5, RDR2 generates an environment cubemap from the camera position. Environment mapĮnvironment maps are the main source of reflections in RDR2 as well as GTA5. He explains in far more detail than I could ever explain. You can find more information about this stage on Fabian's slides. Most of them related to sky and clouds.Ĭlouds, fog, and volumetrics are RDR2's prominent effects. Mud map: 2048x2048 R16_UNORM Sky and cloudsĪfter the mud pass, the game does a lot of work on GPU compute. This accumulated texture is used for Parallax Occlusion Mapping when rendering terrain. The game renders footprint textures of humans and horses into a displacement map along with trail textures of horse wagon wheels. Beside being a game mechanic, it makes envrionments more realistic. Because of that, the frame starts with a bunch of tasks like creating and deleting textures, shader resource views, unordered access views, updating descriptors, buffers, etc. RDR2 is an open-world game that streams data constantly. It should demonstrate most of the rendering techniques used in the game. It contains a lot of properties like spot and point lights, directional light (it's very subtle but it's there), buildings, NPCs, a horse, trees, vegetation, clouds, etc. It amortizes its work across multiple frames.īecause of that, I captured more than a single frame but this is the main one we are going to be focusing on. When it comes to a game like RDR2, it's almost impossible to see all the techniques in one frame. If you find any mistakes or things that can be improved, please reach out to me. So, there will be plenty of things that I don't understand. Since both RDR2 and GTA5 are from the same company and uses the same engine, some of the techniques from GTA5 present here as well.Īnother important thing is that, I am not a senior graphics programmer or anything like that. You can also read a graphics analysis of GTA5 by Adrian Courrèges here. Slides (At the bottom of the page), Video (starts at 1:58:00) You can check the slides from a SIGGRAPH talk by Fabian Bauer. If you want to learn from the actual developers, ![]() It just me analyzing RenderDoc frame captures. This isn't an official breakdown of the game. ![]() Today, we are going to look at some frame captures from the game and try to analyze graphics techniques used in the game. I know that I don't have a good rig but 25 FPS on medium settings? I finally managed to play the game and amazed by its graphics immediately.īut I got upset because I can barely play the game on medium settings at 25 FPS with a 1050Ti laptop GPU. Returned with a prequel for consoles in 2018. One of my favorite games of all time, Red Dead Redemption ![]()
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