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GDC 2011 : Platform Insider Guide Romain SIDIDRIS
Automatic mode starts after 30 seconds without user inputs or using Y Automatic mode  Camera Follow the helicopter from the island to the platform ( 1 m 50) Camera orbits around the platform  then follow the current operator  (  40 s ) Pressing the Y button , will skip to the next step Camera switches between different fixed point of view with a text highlighting the different effects (  10s per effect x  5 ) Pressing the Y button , will skip to the next step
Interaction mode ( B to change between each camera )  ORBIT Control the orbit camera around the platform ,[object Object]
If the Gamepad  is manipulated the automatic mode stops to switch to the current cameraFREE Flying camera Character Follow each character on the platform
Orbit Camera Controls Zoom IN / OUT ( Page Up / page Down) Orbit the Camera Back to automatic  Mode (Backspace ) Help ( H) Next Camera Mode ( C ) Day / Night Cycle ( N)
Free Camera Controls Turbo Move UP/Down ( Page Up / Page Down ) Forward/Strafe Back to automatic  mode Help ( H) Next Camera Mode (C ) Day / Night Cycle ( N) Look around
Characters Camera Controls Back to automatic  mode Help ( H) Next Camera Mode (C ) Next/Previous characters
Data / Stats
Triangles stats On average Between 3 – 4 Millions triangles drawn per frame Reflection / refractioninduce multiple rendering Platform 800 K triangles Opertors 10 K Triangle Terrain Between 65K – 1 M triangles depending on LOD Water 500 K Triangles  ( Projective Gridcomputed on CPU )
Profiling stats on different configuration 1920x1200 resolution Z800 + 2x Quadro 6000 SLI mode 	: Stable 60 fpswhensynced ( 70-90  ) Z800 + single NVIDIA GTX 460 	: Stable 30 fpswhensynced ( 30–40 )  1280x1024 resolution DELL T3500 + 2xQuadro 5800 SLI mode 	: Stable 45 fpswhensynced ( 50 – 80 )  Z800 + single NVIDIA GTX 460 		: average 45 – 60 DELL T3500 + single Quadro 1800 	: average 18 fps
Technical  Highlights
Highlighted Effects HDR ( highDynamic Range ) / Tonemapping Bloom ( leaking lights ) DOF ( Depth Of Field ) DeferredShading ( Lights on platform ) Sky ( Sun + atmosphericeffect / scattering ) Day Cycle Water Effect Shore Effect / Foam Reflection/Refraction Soft Particles ( Landing Helicopter ) PathFinding ( Operatorsmovingaround ) Terrain Soft Shadows MLAA ( antialising for deferredrendering )
HDR / ToneMap / Bloom Tonemapping to adapt to differentlighting conditions Directly configurable on the viewportinside Studio
Shadows Soft Shadows ( Omni , spot , directional ) Directly configurable per light / per object
Path Finding Navigation meshgeneratedfrom the raw structure of the platform Behaviors to move operatorsbetweenkeep points using the NavEngine
Soft Particles Prevent hard linesbetweenparticles and objects
DOF Autofocus on main camera to adaptdepth of field
SKY Sun and atmosphericrendering Simple item from the library to drop in a Studio project
Deferred Shading During light ~200 lights are switched on  Deferredshadingallow for many light without performance impact
Terrain Dedicated editor available in Studio Multiple materiallayers.

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3DVIA Tech

  • 1. GDC 2011 : Platform Insider Guide Romain SIDIDRIS
  • 2. Automatic mode starts after 30 seconds without user inputs or using Y Automatic mode Camera Follow the helicopter from the island to the platform ( 1 m 50) Camera orbits around the platform then follow the current operator ( 40 s ) Pressing the Y button , will skip to the next step Camera switches between different fixed point of view with a text highlighting the different effects ( 10s per effect x 5 ) Pressing the Y button , will skip to the next step
  • 3.
  • 4. If the Gamepad is manipulated the automatic mode stops to switch to the current cameraFREE Flying camera Character Follow each character on the platform
  • 5. Orbit Camera Controls Zoom IN / OUT ( Page Up / page Down) Orbit the Camera Back to automatic Mode (Backspace ) Help ( H) Next Camera Mode ( C ) Day / Night Cycle ( N)
  • 6. Free Camera Controls Turbo Move UP/Down ( Page Up / Page Down ) Forward/Strafe Back to automatic mode Help ( H) Next Camera Mode (C ) Day / Night Cycle ( N) Look around
  • 7. Characters Camera Controls Back to automatic mode Help ( H) Next Camera Mode (C ) Next/Previous characters
  • 9. Triangles stats On average Between 3 – 4 Millions triangles drawn per frame Reflection / refractioninduce multiple rendering Platform 800 K triangles Opertors 10 K Triangle Terrain Between 65K – 1 M triangles depending on LOD Water 500 K Triangles ( Projective Gridcomputed on CPU )
  • 10. Profiling stats on different configuration 1920x1200 resolution Z800 + 2x Quadro 6000 SLI mode : Stable 60 fpswhensynced ( 70-90 ) Z800 + single NVIDIA GTX 460 : Stable 30 fpswhensynced ( 30–40 ) 1280x1024 resolution DELL T3500 + 2xQuadro 5800 SLI mode : Stable 45 fpswhensynced ( 50 – 80 ) Z800 + single NVIDIA GTX 460 : average 45 – 60 DELL T3500 + single Quadro 1800 : average 18 fps
  • 12. Highlighted Effects HDR ( highDynamic Range ) / Tonemapping Bloom ( leaking lights ) DOF ( Depth Of Field ) DeferredShading ( Lights on platform ) Sky ( Sun + atmosphericeffect / scattering ) Day Cycle Water Effect Shore Effect / Foam Reflection/Refraction Soft Particles ( Landing Helicopter ) PathFinding ( Operatorsmovingaround ) Terrain Soft Shadows MLAA ( antialising for deferredrendering )
  • 13. HDR / ToneMap / Bloom Tonemapping to adapt to differentlighting conditions Directly configurable on the viewportinside Studio
  • 14. Shadows Soft Shadows ( Omni , spot , directional ) Directly configurable per light / per object
  • 15. Path Finding Navigation meshgeneratedfrom the raw structure of the platform Behaviors to move operatorsbetweenkeep points using the NavEngine
  • 16. Soft Particles Prevent hard linesbetweenparticles and objects
  • 17. DOF Autofocus on main camera to adaptdepth of field
  • 18. SKY Sun and atmosphericrendering Simple item from the library to drop in a Studio project
  • 19. Deferred Shading During light ~200 lights are switched on Deferredshadingallow for many light without performance impact
  • 20. Terrain Dedicated editor available in Studio Multiple materiallayers.
  • 21. Water FFT to computeheightmap & normalmap on CPU using SSE Projective gridcomputed on GPU Shore effects ( foamnear the shore and soft blending ) Reflection & refraction