[Digital Foundry] Inside Assassin's Creed Shadows - The NEW Anvil Engine Deep Dive

KyoZz

Tag, you're it.


We had the chance to spend a couple of hours discussing Assassin's Creed Shadows with three of its rendering engineers and in this video, Alex shares some of the info he learned along with debug visualisations that show several of the new Anvil Engine features. It's a fantastic opportunity to take a look at the game from the inside out as opposed to 'visually reverse-engineering' the final game - and we hope you enjoy the coverage.

00:00:00 Introduction
00:01:12 New Ray Traced Lighting
00:11:21 Dynamic Weather, Fluid Simulations
00:13:30 New Physics Simulations
00:15:06 Micropolygon Geometry (MPH)
00:18:57 Conclusion

Key-points (thanks to IbizaPocholo IbizaPocholo <3):

Introduction to Assassin's Creed Shadows:
- Assassin's Creed Shadows represents the most significant technological advancement in the series since Assassin's Creed Unity, released in 2014.
- The game is noted for its impressive visuals, being touted as one of the best-looking games of 2025.
- The developer, Ubisoft, has made substantial improvements in visual technology, which were discussed in detail during an interview with key technology developers.
- The video aims to present findings from this interview, focusing on the evolution of the game's technology and demonstrating its capabilities on high-end PCs.

Advancements in Lighting Technology:
- A major change in Assassin's Creed Shadows is the transition from offline baked indirect lighting to real-time lighting achieved through ray tracing.
- Ray tracing global illumination significantly enhances the lighting quality throughout the game, impacting visuals in a noticeable manner.
- Historically, the series utilized a rasterized solution for global illumination, which was effective in previous titles but became untenable for larger, more dynamic environments.
- The previous technique required extensive data storage, making it impractical for a game with multiple time-of-day scenarios and expansive worlds.
- Ubisoft optimized their baked GI technique to accommodate the performance needs of various consoles, while still implementing ray tracing for enhanced visual fidelity.
- The new ray tracing solution allows for more dynamic lighting effects, such as accurate ambient light transmission through thin materials, which was not possible with the previous technology.

Dynamic Environmental Effects:
- The game's developers have integrated a dynamic weather and atmospheric system named Atmos, which simulates various environmental conditions like humidity and temperature.
- This system allows for realistic weather patterns, including cloud formation and wind effects, enhancing the overall immersion of the game world.
- Wind dynamics influence the movement of trees, NPCs, and environmental particles, creating a more interactive experience for players.
- The developers aimed to leverage the advanced computational power of modern platforms to create a more dynamic and reactive game world, moving away from static, predictable events.
- The integration of ray tracing allows for real-time adjustments to lighting based on weather changes, further enhancing the game's realism.

Improvements in Game Interactivity:
- Assassin's Creed Shadows emphasizes interactivity, allowing players to interact with the environment in ways that were previously limited in the series.
- The game's destruction physics enable players to break apart objects realistically, with cutting lines matching points of collision, enhancing the tactile feel of gameplay.
- Innovative cloth cutting mechanics have been introduced, allowing for realistic interactions with fabric and other materials, showcasing advancements in GPU and CPU capabilities.
- The developers expressed a commitment to enhancing player interaction, marking a shift towards more immersive gameplay experiences.

Micropolygon Technology and Rendering Improvements:
- The Anvil engine in Assassin's Creed Shadows implements micropolygon technology, allowing for more detailed geometry without sacrificing performance.
- This technology enables real-time switching between high and low-quality triangle clusters based on camera distance, minimizing overdraw and enhancing rendering efficiency.
- Mesh shaders are utilized to optimize the rendering of triangles, ensuring a smooth visual experience without noticeable level of detail switching.
- While not all geometry types utilize this system, the developers plan to expand its application in future titles to improve visual consistency.
- The aim is to create a seamless visual experience where players do not notice abrupt changes in geometry detail as they navigate the game world.

Conclusion and Reflection on the Game's Development:
- The insights gained from the interview with Ubisoft developers provided a deeper understanding of the technical advancements in Assassin's Creed Shadows.
- The discussion highlighted the challenges of evaluating a game's technical merits prior to its release, especially in the context of visual fidelity.
- The video aims to showcase the intricate details and technological innovations that have been integrated into the game, which may not be evident in pre-release media.
- The advancements in lighting, environmental interaction, and rendering technology mark a significant evolution for the Assassin's Creed franchise.
- The overall experience of witnessing the game's development has been enlightening, emphasizing the hard work and creativity involved in modern game design.
 
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Seomel

Member
Looks and plays great on Pro, but man they really had nothing with how they went about cutting system in promos etc. its so limited to what you can cut, barebone and sometimes items dont get cut at all. Revengence did this 100x better 15 years ago
 

adamsapple

Or is it just one of Phil's balls in my throat?
Aside from character facial animations, this looks like a fantastic game. Standard RTGI and their own iteration of Nanite are some nice technical cherries.
 
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MMaRsu

Gold Member
Looks and plays great on Pro, but man they really had nothing with how they went about cutting system in promos etc. its so limited to what you can cut, barebone and sometimes items dont get cut at all. Revengence did this 100x better 15 years ago
Was that ever at the forefront of the promo's for this game? I kinda avoided most if not all of the trailers.

Being able to cut cloth and trees/bushes its cool but it doesn't add much.

The game itself is fantastic graphically.
 

IbizaPocholo

NeoGAFs Kent Brockman
Introduction to Assassin's Creed Shadows

- Assassin's Creed Shadows represents the most significant technological advancement in the series since Assassin's Creed Unity, released in 2014.
- The game is noted for its impressive visuals, being touted as one of the best-looking games of 2025.
- The developer, Ubisoft, has made substantial improvements in visual technology, which were discussed in detail during an interview with key technology developers.
- The video aims to present findings from this interview, focusing on the evolution of the game's technology and demonstrating its capabilities on high-end PCs.

Advancements in Lighting Technology

- A major change in Assassin's Creed Shadows is the transition from offline baked indirect lighting to real-time lighting achieved through ray tracing.
- Ray tracing global illumination significantly enhances the lighting quality throughout the game, impacting visuals in a noticeable manner.
- Historically, the series utilized a rasterized solution for global illumination, which was effective in previous titles but became untenable for larger, more dynamic environments.
- The previous technique required extensive data storage, making it impractical for a game with multiple time-of-day scenarios and expansive worlds.
- Ubisoft optimized their baked GI technique to accommodate the performance needs of various consoles, while still implementing ray tracing for enhanced visual fidelity.
- The new ray tracing solution allows for more dynamic lighting effects, such as accurate ambient light transmission through thin materials, which was not possible with the previous technology.

Dynamic Environmental Effects

- The game's developers have integrated a dynamic weather and atmospheric system named Atmos, which simulates various environmental conditions like humidity and temperature.
- This system allows for realistic weather patterns, including cloud formation and wind effects, enhancing the overall immersion of the game world.
- Wind dynamics influence the movement of trees, NPCs, and environmental particles, creating a more interactive experience for players.
- The developers aimed to leverage the advanced computational power of modern platforms to create a more dynamic and reactive game world, moving away from static, predictable events.
- The integration of ray tracing allows for real-time adjustments to lighting based on weather changes, further enhancing the game's realism.

Improvements in Game Interactivity

- Assassin's Creed Shadows emphasizes interactivity, allowing players to interact with the environment in ways that were previously limited in the series.
- The game's destruction physics enable players to break apart objects realistically, with cutting lines matching points of collision, enhancing the tactile feel of gameplay.
- Innovative cloth cutting mechanics have been introduced, allowing for realistic interactions with fabric and other materials, showcasing advancements in GPU and CPU capabilities.
- The developers expressed a commitment to enhancing player interaction, marking a shift towards more immersive gameplay experiences.

Micropolygon Technology and Rendering Improvements

- The Anvil engine in Assassin's Creed Shadows implements micropolygon technology, allowing for more detailed geometry without sacrificing performance.
- This technology enables real-time switching between high and low-quality triangle clusters based on camera distance, minimizing overdraw and enhancing rendering efficiency.
- Mesh shaders are utilized to optimize the rendering of triangles, ensuring a smooth visual experience without noticeable level of detail switching.
- While not all geometry types utilize this system, the developers plan to expand its application in future titles to improve visual consistency.
- The aim is to create a seamless visual experience where players do not notice abrupt changes in geometry detail as they navigate the game world.

Conclusion and Reflection on the Game's Development

- The insights gained from the interview with Ubisoft developers provided a deeper understanding of the technical advancements in Assassin's Creed Shadows.
- The discussion highlighted the challenges of evaluating a game's technical merits prior to its release, especially in the context of visual fidelity.
- The video aims to showcase the intricate details and technological innovations that have been integrated into the game, which may not be evident in pre-release media.
- The advancements in lighting, environmental interaction, and rendering technology mark a significant evolution for the Assassin's Creed franchise.
- The overall experience of witnessing the game's development has been enlightening, emphasizing the hard work and creativity involved in modern game design.
 

Cyberpunkd

Member
James Franco GIF
 

viveks86

Member
The written article accompanying the video confirms PSSR is coming as well as ray-traced reflections in balanced mode for Pro.
Nice!

In terms of PSSR, we analysed PSSR and TAA dat the time of shipping AC Shadows and found better results with our TAA solution. However, PSSR is a new upscaler and after an in-depth collaboration with Sony over the past few months, many issues have been addressed, mostly around moving vegetation and water - problems that other titles have faced. We're now confident that the image quality with PSSR will always be better than with TAA.
 
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HeWhoWalks

Gold Member
PC version is legit next gen.

Indy and this showing us what next gen console games might look like.
Death Stranding 2 is a current gen console game and is already on that level, I'd say (with class leading character models as well). If anything, this is how current gen console games should look.

Still, the PC versions' environments are certainly a marvel few games have achieved and it's good to see more of you finally giving in to what a lot of us have already stated — that raytraced lighting is necessary to truly push the medium forward.
 
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Topher

Identifies as young
thats quite surprising coming from you!

lol....don't get me wrong. I still ain't playing games at 30fps. The impact to performance is the reason I haven't been keen on singing RT's praises. But this is a case where the way forward graphically is clear and RT is the foundation that future games will have to be built on if they want to be considered modern. In AC Shadows (aptly named), I'm literally walking around looking at the lighting and I'm a bit blown away. All these technologies converging......RT, upscaling and FG (which works remarkably well in AC:S)....makes for impressive stuff.
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
RT or not the game is quite graphically underwhelming even maxed out. AC has only pushed the graphics envelope once in 18 years - and that was with AC Unity.

Watch/Read.
To see why the probe GI is worse in some cases.
Unity had a single time of day so they could place the probes really close all the time.
This game has multiple times of day, multiple season and wide wide open scapes so the same level of density of probes would make the game like 100s of GBs just for lighting.
So they are sparce in open areas and denser in cities and other areas......so without RT certain areas will match or beat Unity, but the open world wont.
With GI RT it trumps Unity hands down.

And Unity is still one of my favorite graphic showcases.
 

Buggy Loop

Gold Member
lol....don't get me wrong. I still ain't playing games at 30fps. The impact to performance is the reason I haven't been keen on singing RT's praises. But this is a case where the way forward graphically is clear and RT is the foundation that future games will have to be built on if they want to be considered modern. In AC Shadows (aptly named), I'm literally walking around looking at the lighting and I'm a bit blown away. All these technologies converging......RT, upscaling and FG (which works remarkably well in AC:S)....makes for impressive stuff.

We're at the inflexion point I think where almost everything will be RTGI. A couple more solid AAA open worlds with RTGI and good performances and peoples will point fingers at the studios fucking up or not implementing it.

GTA 6 will be major reference for the tech.
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
fe59b05ff08d27fef68173cbf50b2b65.jpg



Patiently waiting for the Threat Interactive video where he will tell us why this game is actually ugly and would run better if they just used his super secret techniques.
He will most certainly use Unity to prove his point even if this DF interview (which we shouldnt watch btw) explains why certain non RT scenarios look worse than Unity.
 

Gonzito

Gold Member
The game looks ridiculous, it feels absolutely next gen when it comes the environments, the material quality, geometry, and the wind effects are incredible. And it's very crisp, no ghosting or any weird shit from UE5. On top of that, the level of interactivity with objects its amazing. In Ghost of Tsushima, you can't cut anything, here you can cut absolutely everything you encounter with your sword. Its awesome

I dont like so much how character models look tho, they look fine but nothing special, as usual Ubisoft doesn't make great looking character. Seems like Unity was a rare exception
 

Topher

Identifies as young
The game looks ridiculous, it feels absolutely next gen when it comes the environments, the material quality, geometry, and the wind effects are incredible. And it's very crisp, no ghosting or any weird shit from UE5. On top of that, the level of interactivity with objects its amazing. In Ghost of Tsushima, you can't cut anything, here you can cut absolutely everything you encounter with your sword. Its awesome

I dont like so much how character models look tho, they look fine but nothing special, as usual Ubisoft doesn't make great looking character. Seems like Unity was a rare exception

Character animation is definitely lacking. That's one area where GoT really shined. Environmentally, GoT looked fantastic, but AC:S makes it look.....simpler.....if that makes sense. The foliage density is much higher in AC and there is an abundance of wild life running around. Quite immersive.
 

Gonzito

Gold Member
Character animation is definitely lacking. That's one area where GoT really shined. Environmentally, GoT looked fantastic, but AC:S makes it look.....simpler.....if that makes sense. The foliage density is much higher in AC and there is an abundance of wild life running around. Quite immersive.

Yes I agree, animations in GOT are unmatched, the fights feel more realistic. One thing that bothers me in Shadows is that sometimes you attack and enemy with the sword and they dont have hit reactions, it looks a bit arcade and videogamey but I still feel like the combat is good and interesting visually, but yeah GOT remains king in that aspect
 

Topher

Identifies as young
Yes I agree, animations in GOT are unmatched, the fights feel more realistic. One thing that bothers me in Shadows is that sometimes you attack and enemy with the sword and they dont have hit reactions, it looks a bit arcade and videogamey but I still feel like the combat is good and interesting visually, but yeah GOT remains king in that aspect

Yeah, I've noticed that as well. So far I'll still side with GoT overall in combat as there is just more to it with the stances, but AC:S is still really good. I love the slow down animation when you dodge or block perfectly. Of course, I'm still in the first section before you return to Yasuke so there is more to this that I haven't seen yet.
 

Fbh

Gold Member
Its nice upgrade but I'll likely skip everything Ubisoft until next gen (not that I have much of a disire to play their games anyway).
Feels like too much of a compromise on base console at the moment and I don't want to play at 30fps.
 

Radical_3d

Member
Aside from character facial animations, this looks like a fantastic game. Standard RTGI and their own iteration of Nanite are some nice technical cherries.
Now they are cheap as f*** Epic should buy them so they can tell them how to implement that without tanking the performance in anything but a NASA super computer. I can’t believe that Ubi delivered on the technical side. Now, if they could hire some game designers…
 
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Reactions: GHG

GHG

Gold Member
fe59b05ff08d27fef68173cbf50b2b65.jpg



Patiently waiting for the Threat Interactive video where he will tell us why this game is actually ugly and would run better if they just used his super secret techniques.
He will most certainly use Unity to prove his point even if this DF interview (which we shouldnt watch btw) explains why certain non RT scenarios look worse than Unity.

This game doesn't use unreal engine so it's pretty safe.

In fact, most developers who have opted to iterate on their in-house engines and incorporate ray tracing in to them have seen superior results to anything we've got from Unreal Engine 5 games up until this point (both in terms of visuals and performance).
 

Zuzu

Member
Well done to Ubisoft for pushing the technical cutting edge in gaming (along with Epic).

Hopefully they push it even further for AC Hexe.
 
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UnrealEck

Member
Playing on PC with everything maxed out @ 120fps and it's surely a looker, hoping to put more time in tonight.
Does it look better when you're playing? I've ran the benchmark at max settings and I was disappointed with the graphics.
I don't know if it's bad HDR too though. Are you using HDR?

I'll be playing the game later after dinner but from the benchmark I ran it didn't look anything above what I remember the other AC RPG games.
 
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DanielG165

Gold Member
Continually impressed with this game. The LOD is remarkable, there are tons of physically destructible assets that actually react to the way in which you’ve hit them with your sword, the RTGI is immense and is at full bore on console, and stuff like the lighting and seasonal changes are beautiful. The only real mark against this game’s visuals are the character faces; those are still a little weak. But overall, Shadows is a damn stunning game, one that has made me forgo my horse for the time being to walk and traverse on foot instead, so that I can experience the world and visuals more intimately.
 

DenchDeckard

Moderated wildly
Death Stranding 2 is a current gen console game and is already on that level, I'd say (with class leading character models as well). If anything, this is how current gen console games should look.

Still, the PC versions' environments are certainly a marvel few games have achieved and it's good to see more of you finally giving in to what a lot of us have already stated — that raytraced lighting is necessary to truly push the medium forward.

I've been all over raytraced effects since their inception with the 2080 i had. I don't know who you are talking about lol.
 
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DenchDeckard

Moderated wildly
Wasn't meant for you, obviously... The break in sentences plus the "still" and "more of you" I thought were obvious giveaways. :pie_roffles:

Was just the, finally more of YOU in response to me that threw me off.

Hopefully death stranding 2 has some amazing modern effects but it will look great no matter what.
 

HeWhoWalks

Gold Member
Was just the, finally more of YOU in response to me that threw me off.

Hopefully death stranding 2 has some amazing modern effects but it will look great no matter what.
The highlights of that will be character models and terrain, much like the first one. They've also improved on the lighting dramatically.
 

DenchDeckard

Moderated wildly
The highlights of that will be character models and terrain, much like the first one. They've also improved on the lighting dramatically.

I've just completed the first game on pc and it looked bonkers so I'm sure the second will be insane.

My most hyped game.
 
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