Dev Blog 21/02/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_78_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade games have always primarily focused on the core gameplay mechanics over the visual appeal of the game world. And while this is something which remains true for Bannerlord, we have worked extensively on improving the overall visual quality of the game with the aim of making the experience more immersive and enjoyable for players. In this week’s blog, we would like to talk about one of the improvements we are currently working on, which will help to bring battles to life and will give players a real sense of the gritty and brutal nature of warfare.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/98
 
It's good to see the dev also think about the graphics. Even if Mount & Blade is a really good game, i have to admit it's ugly af.
 
Great to hear the particles will be as moddable as the rest of the game!

I hope the blood isn't too over done, only really deadly hits I think should produce that amount. Though I guess if we don't like it we can change it :grin:
 
Well it seems like a perfect time to say this:
The giant green dust cloud that forms behind people in grassy battles is an absolute abomination. Just get rid of that **** completely. It look like horses are doing burnouts on green pavement.
 
Dev Blog 01/02/18
HOW WILL WOUND AND BLOOD VISUALS CHANGE FROM WARBAND – BOTH ON MODELS AND ON THE PLAYER CHARACTER WHILE USING 1ST PERSON VIEW?

“Our current blood system works together with the particle system. Each particle (like sword blows, running in the mud, etc.) can leave blood and mud-like effects by sticking onto surrounding objects. The blood meshes, designed in accordance with physically based lighting, help us to obtain more realistic details when compared to Warband.”



Dev Blog 08/03/18
Particle Shading Atlas

Particles are now shaded in a separate compute shader stage. Each visible particle is assigned a rectangular region (2x2, 4x4, 8x8, 16x16 or 32x32) in a big global texture atlas according to its screen space size. Shading is done on these tiny quads with a compute shader stage. During the actual rendering, we just sample the lighting result from the atlas texture and skip any complex lighting computation. Separating shading and drawing stages enables us to reduce the fill rate costs of particles since the amount of shaded pixels are extremely reduced. This reduces the high GPU cost of the desert-like scenes. This technique also eliminates the sharp shadows on the particle quads, further increasing the visual quality of the already beautiful particles of Bannerlord!



I think that if this blog is aimed at the "new" target player, I think they already know "this feature" if they have seen any video that you have published, for the more veterans you have talked about particles before. :???:
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Humbly I'm sorry but honestly I think it's one more blog of stuffing totally wasted...

vicwiz007 said:
Well it seems like a perfect time to say this:
The giant green dust cloud that forms behind people in grassy battles is an absolute abomination. Just get rid of that **** completely. It look like horses are doing burnouts on green pavement.

+1 fix
 
wow, that blood looks absolutely great! Hugeeee improvement from WB for sure. It's probably the most realistic thing in that picture (or the whole game tbh), as in contrast that shield looks pretty bad.

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We use a large texture atlas for different splash effects on agents. With this, we can assign the index for an atlas position to a particle effect. Later on, we project the splash decals onto the agents with a dedicated shader. This way, we can render up to 32 decals on a single agent in an optimised way.

Could someone explain what a texture atlas is and why it optimally works?
 
vicwiz007 said:
Well it seems like a perfect time to say this:
The giant green dust cloud that forms behind people in grassy battles is an absolute abomination. Just get rid of that **** completely. It look like horses are doing burnouts on green pavement.

+1.

Terco_Viejo said:
I think that if this blog is aimed at the "new" target player, I think they already know "this feature" if they have seen any video that you have published, for the more veterans you have not talked about particles before. Humbly I'm sorry but I think it's one more blog of stuffing totally wasted...
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9ZlSm7H.gif
blog_post_57_taleworldswebsite_02.gif
GXMmYKC.gif

I agree with you Terco, I think this blog was absolutely unnecessary. Is something that everyone already knows and have seen.

BayBear said:
Could someone explain what a texture atlas is and why it optimally works?

https://en.wikipedia.org/wiki/Texture_atlas
 
Radovan said:
The fact that you now talk about smaller details makes me hope the release date is closing in.

Hope is harmful my friend  :grin:

By the way, blood effects I saw previous videos was satisfying enough.
 
B1G0T said:
wow, that blood looks absolutely great! Hugeeee improvement from WB for sure. It's probably the most realistic thing in that picture (or the whole game tbh), as in contrast that shield looks pretty bad.

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That's a shield? That's what I assumed it was but what's up with it? Looks warped or glitched or perspective is messed up...
 
Although it's true we've seen stuff about blood particles before, I don't think they mentioned the three different particle effects that occur on a weapon strike previously. I know it's just one detail, but I thought I should give them their due. I suppose modders might find the info about the variables which trigger a particle effect of interest as well.

More significantly, I don't think the blood has ever looked so good and realistic before, good work. One thing that irks me slightly about that first screenshot though is that the sword and spear blades look rather flat. Everything else- the armour, faces, the blood- looks great.

Terco_Viejo said:
Humbly I'm sorry but honestly I think it's one more blog of stuffing totally wasted...

Yes, it does seem like another blog to fill the time, but then it was always likely to be the case that they would have to stretch the content out when they started doing weekly blogs instead of two or three per year, which is what it had fallen down to. Because of that, my disappointment about many of these blogs isn't huge, though today is a little more depressing than usual since as you point out they have essentially covered the same subject before.

Triune Impurity Rites 999 said:
Didn't see any difference. Why do close combat weapons cause red mist? Seems exactly the same as Warband.

When playing Warband, do you tend to close your eyes and dream of how you would like it to look? Because it doesn't look like this in Warband.
 
As pointed by other people, particle effects have been talked in at least two previous blogs and information in this blog seems to indicate the original is being refined currently. If part of the team (engine or graphics?) is working on such detailing and refinement job, I am guessing two scenarios: 1) most parts of them are at least release quality but something (maybe scene creation/tuning) is delaying the release, so they start to do refinement instead of waiting; 2) TW really wants to shock the gaming industry with an impressive 'almost' perfect game from a relatively small studio.
 
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