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APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

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Page 1: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor
Page 2: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

APB: Creating a Powerful Customisation System for a Persistent Online Action Game

Maurizio SciglioSimon Taylor

Page 3: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor
Page 4: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Outline

Goals Initial Design Refinements Demo Scalability Conclusions

Page 5: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

GOALS

Page 6: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

What is APB?

“Persistent Online Action Game” Shared player-space Fast-paced 3rd-person gameplay RTW-run backend Customisation a key selling point PC initially Unreal Engine 3

Page 7: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Decal Application – Forza

Page 8: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Decal Application – Forza

Page 9: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Decal Application

Not just vehicles; characters too Characters are harder:

More complex shape/UV mapping Heterogeneous surface (clothing, hair,

etc.) Complex masking for clothing

Therefore, simple UV-space composition not possible

Page 10: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Other Requirements

Face & body customisation Hair styles Clothing application with large

variety of available styles Decal application

Tattoos on skin Print on clothes

Page 11: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

MMO Concerns

Large player count Limited bandwidth No upfront “Lobby”

Players enter and leave at any time

Page 12: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

INITIAL DESIGN

Page 13: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Parametric Description

Final assets (meshes & textures) are big E.g. 1 MB for a 1024x1024 DXT5

texture Bandwidth is expensive

Can’t send final assets over the network

Therefore, describe assets parametrically

Build final assets on clients Fundamental principle of the system

Page 14: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Morphing

Fundamental mesh operation Standard additive morphing

Used for Body & Facial modification Sliders control individual target

weights

Page 15: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Decals / Tattoos

Page 16: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Skin Tone

Page 17: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Skin Pigment

Page 18: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Skin – Additional Features

Page 19: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Clothing Customisation

Rendering / memory cost independent from the number of items

One mesh to rule them all! Clothing mesh must be merged with

the base mesh Texture must be combined with the

base texture

Page 20: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Clothing – Morph Item

Page 21: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Clothing – Extra Mesh Item

Page 22: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Mesh Culling

Page 23: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

UV Layout

Page 24: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

UV Layout

Page 25: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Character Materials

Main goals: Single draw call per character Support multiple materials

BRDF decompositions stored in a 3D texture N dot L R dot V

Per-pixel material selection

Phong decomposition

Page 26: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

REFINEMENTS

Page 27: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Decal Projection Issues

Slow to construct Large data size Layer count had to be restricted

Artists didn’t like this In most cases, not actually

required Solution: Symbols

Page 28: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Symbols

Page 29: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Distance-Field Encoding

Regular TextureDistance-field encoded

[http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf]

Page 30: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Height Scaling

Customisable character height Per-bone non-uniform scaling Many issues

Artist time Animation issues Collision implications Fairness Bugs!

Page 31: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Height Scaling

Page 32: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Projection Seams

Page 33: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Projection Seams

Page 34: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Hair-Clothing Interactions

Page 35: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Original

Page 36: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

With Fitting Morphs

Page 37: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Demo

Page 38: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

SCALABILITY

Page 39: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Bandwidth

…is expensive Even parametric representation is

big Bandwidth is n2 in player count

Must minimise data size Quantise parameters zlib compress all data

Average ~4 kB per character Limit complexity user can create

Page 40: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Background build

Assets built during gameplay Two options

Threads Time-slicing

Problems with threads No multithreaded D3D access Less control

We chose time-slicing

Page 41: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

The Correct Choice?

Time-slicing brings its own issues Developer time Frame-rate spikes No true parallelism

In hindsight, threads were maybe the better option

Page 42: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Memory Management

Memory use for customised assets is huge

Too slow to build on-demand Therefore, must write out assets to

disk cache Textures and meshes streamed

from cache files Total memory usage capped Not persistent

Page 43: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

RESULTS & CONCLUSIONS

Page 44: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor
Page 45: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor
Page 46: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor
Page 47: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Future Work

Blend-weight morphing Physics simulation on hair and

clothes Improved hair rendering DXT Compression Better descriptor compression Persistent disk cache

Page 48: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Conclusions

Customisation needs time and resources Roughly 50% of graphics team

workload Significant proportion of memory and

CPU/GPU resources dedicated to it Get art pipeline sorted first Flexibility is key

For artists and players Distance fields are fantastic

Page 49: APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor

Questions?

[email protected]

[email protected]

www.realtimeworlds.com

www.apb.com