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More PGR3 amazing (or not) informations from Bizarre

Blimblim

The Inside Track
http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=23

Anyway, there really have been some more interesting developments in the PGR3 world this week. As most of the stuff is still under wraps, I can't give you much. But here's a little sample of one of the lighting effects the guys have been working on recently:
wheel01.jpg
wheel02.jpg
wheel03.jpg

What you're looking at here is a sample of "car ambient and spherical harmonic occlusion". That's just a technical term for "making the cars in our game look cool", and you can read exactly what you're looking at in each shot, in Chad's highlighted section below. The process is as follows: after the car model has been built by the artists and inserted into our game engine, it's the job of the programmers to get everything lit properly and looking realistic. We've built a lighting tool specifically for this purpose.

The lighting tool takes the cars, cities, and other objects in the game, and calculates the strength and intensity of every ray of light as it bounces around the scene. For example, it will become darker under a long bridge, as there is less light to reflect about the place. This works kind of like a ray-tracing renderer, for all you 3d artists out there. All of the objects are run through this lighting tool multiple times before they make their way into the final game, allowing us to get the average of a whole bunch of different lighting tests. More lighting data equals smoother final output. Remember that kids!

Once the lighting data is gathered up in the lighting tool, this is saved and then read in by the game engine to light the scenes accurately and in real time. The following is a bit of techie talk from Chad (one of our programming honcho's), explaining how all of this works:

First off, let’s give you a brief run down of how light is calculated. On a very basic level there are two main factors in a lighting equation – ambient and diffuse light. The ambient light is the amount of light which is always present in the scene (e.g. if the sun is behind a cloud, or the amount of light in areas of shadow). This is essentially light from the sky. The diffuse lighting adds a directional component, such as the sun, which is added onto the ambient light. Essentially this gives us a minimum and a maximum light level (minimum being the ambient, maximum being the ambient plus the diffuse). How this relates to the pictures is as follows.

In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.

So, as a summary, the game works out the lighting on the car (on a per-pixel basis) based on the surrounding environment. Good eh?

Given the painstaking detail, it's fantastic to see a fully lit and rendered screenshot running on the 360 hardware. I'm starting to really appreciate the effort that goes into these games now!

Aside from PGR3, we've got tonnes of other stuff going on in the office. Our "Unannounced" team has been busy as usual working on their top-secret title. I can't wait to tell you guys about this one... but I think I'd be shot before I left the building if I did! As I prefer to keep my body lead-free, this one will have to wait until another update... In the meantime I'm going to be working on a new intranet system for those guys to keep their design documents nice and neat and tidy. See, who said being a web developer wasn't glamorous? Dance

Check back next week for another random set of ramblings!
 
Wow, will this finally mean the end of lame pre-lit textures on rims? Hooray!

Also, BC, please refrain from switching the actual rim model for a lame motion blurred texture. If not, at least make the transition a little less crap and obvious. Kthxbye.
 
Wax Free Vanilla said:
Yeah, but those angular brake discs look like shit.

You mean modelling wise, or texture wise? Cause either way you are being extremely fussy. You'll maybe catch sight of a brake disc once in a while, in a replay, from a distance. And they'll be spinning so fast you can't tell its not round anyway.

I'd like some proper holes in the discs though :P
 
DSN2K said:
this will end up being the best looking game on launch imo.

Yep should be. PGR2 was a great looking game held back by it's framerate. As long as they're shooting for 60fps, PGR3 should look utterly gorgeous and blow away the launch competition. This and Call of Duty 2 will be reason enough to get the system at launch :)
 
wow, those are some nice looking wheels, and hopefully, the lighting will be absolutely killer. cant wait
 
One of their E3 interviews said they didnt waste time on makng an E3 demo so they could concentrate on getting the game ready launch.
 
sp0rsk said:
mmm i believe i will be buying PGR3 with my 360
It's by far my most anticipated 360 title. I played PGR3 for more than 200 hours online, and I'm quite sure I'll play PGR3 at least as much, especially with the ability to create our own tracks (feature mostly confirmed by Allard) and Gotham TV.
 
Blimblim said:
It's by far my most anticipated 360 title. I played PGR3 for more than 200 hours online, and I'm quite sure I'll play PGR3 at least as much, especially with the ability to create our own tracks (feature mostly confirmed by Allard) and Gotham TV.


I was a big MSR fan but missed out on the pgrs for xbox (i dont know why) but i figure this game over all the others has the least potential to suck.
 
Man, now this is what the future is about...i can see this type of tech being used in Madden or something where the stadium lights will actually light the field/crowd etc and create realistic shadow and the such. Next gen laddies, it's here.

DCX
 
Hopefully they'll let us unlock the whole city area with the editor so we can have checkpoint grab type races like those in Midnight Club and other racers.
 
mrklaw said:
You mean modelling wise, or texture wise? Cause either way you are being extremely fussy. You'll maybe catch sight of a brake disc once in a while, in a replay, from a distance. And they'll be spinning so fast you can't tell its not round anyway.

I'd like some proper holes in the discs though :P



Wax Free usually is "fussy" when it comes to anything Xbox.
 
Blimblim said:
It's by far my most anticipated 360 title. I played PGR3 for more than 200 hours online, and I'm quite sure I'll play PGR3 at least as much, especially with the ability to create our own tracks (feature mostly confirmed by Allard) and Gotham TV.


Yep, I've played the bejeezus out of PGR2 over Live. So PGR3 and GR3 at launch for sure. I'll probably still be playing them both by the time that Xbox 720 comes around.

BTW, if you ever want to play some Forza over Live, my gamertag is the same my handle here on GA. So far, the only person I've played with over Live is Gek54. It was good times, I just wish more of you cats would hop on occasionally. :)
 
HokieJoe said:
BTW, if you ever want to play some Forza over Live, my gamertag is the same my handle here on GA. So far, the only person I've played with over Live is Gek54. It was good times, I just wish more of you cats would hop on occasionally. :)
The problem with Forza is that people who know how to tune a car have a very big advantage over people who don't. I only play for fun with friends (I'm definitely not the competitive type), but I still like to be able to see the other cars for more than 20 seconds after the start.
 
sp0rsk said:
I was a big MSR fan but missed out on the pgrs for xbox (i dont know why) but i figure this game over all the others has the least potential to suck.
Well, with 20 launch titles, 360 is going to have some good pickens.
 
Blimblim said:
The problem with Forza is that people who know how to tune a car have a very big advantage over people who don't. I only play for fun with friends (I'm definitely not the competitive type), but I still like to be able to see the other cars for more than 20 seconds after the start.


Well, if you're inclined, I'm sure that Gek or myself could help you with some general setup guidance. Gek seems to know his stuff, he smoked me one course. :)
 
I took the picture of the "Ambient light" and changed the colorbalance a little, and throwed down the gamma a few steps, and it looks almost identical with the "self occlosion" thing..

I guess this isnt doing the same thing, but this "showoff" is pretty bad example?
any more examples?
 
Uh, not rims again. Does anyone really care this much about how the rims look. Show me how these effects affect the rear end of cars and more importantly the track. Last thing I want to hear is, "Its 30fps but we have dynamic lighting on the rims."

Blimblim said:
The problem with Forza is that people who know how to tune a car have a very big advantage over people who don't. I only play for fun with friends (I'm definitely not the competitive type), but I still like to be able to see the other cars for more than 20 seconds after the start.

I have spent most of my time trying to tune my cars to compete in the B league so I cant quite speak for the others but in B league the Tommy Kaira is almost impossible to keep up with in any other car. Just check the score boards to see what cars are setting the best times. First thing I do is dump the weight, add tires and then try to figure out which combination of power mods will give me the most total HP while maintaining the best HP/weight/grip ratio for the disired league. You then need to stiffen up your suspension, tighten up the gear ratios and tweak the differential. I think you can download other people's car settings if they are in the top 100 times for a certain track in a certain league. IF so check out what they are doing to their settings, test their settings and compare the diferences in the feel of the car and you should start to get the feel of how the different settings affect the car.
 
looks great, but it's all for nothing if PGR3 is not 60fps. I cannot ever emphasize enough how important 60fps is for racing games.


*runs away*
 
xexex said:
looks great, but it's all for nothing if PGR3 is not 60fps. I cannot ever emphasize enough how important 60fps is for racing games.


*runs away*

Yeah, stop boasting about fluff, Bizarre Creations, start talking about the essentials. 60 fps or not? Confirm it for good otherwise I have trouble taking anything you say seriously.
 
i really fucking hope its 60 fps, not because its essential (it is important though), but because it will shut up the haters
 
In reality, the level of ambient light is not constant. For example, if the sun is behind heavy cloud, then the level of light in the middle of an open field will be greater than that in an alley-way. This is because the buildings either side of the alley-way occlude the sky (i.e. block out some of the light). This ambient occlusion value can be calculated in our lighting tool and stored per-vertex on the models. The first screenshot shows a car wheel with no ambient occlusion (i.e. constant level of ambient light). The second pic shows the same wheel with the intensity of the ambient light from before turned down on a per-pixel basis, depending on the ‘up’ direction at that pixel (upwards facing pixels are lighter than downward facing ones). Finally, the third picture is the full monty. This one takes into account the ambient occlusion that results from the wheel itself, so the disc and bits behind the spokes have an even lower level of ambient light because the spokes themselves block out light.

Reading this again, it seems this process is not real time, but rather pre-calculated. I'm sure some of you picked up on this already...but it leads me to the question of whether or not this is actually all that special. It seems like a nice way to pre-bake lighting into an environment and nothing else. The wheel above looks nice, but if it's just a lightmap stored on the model, then why is it so special?
 
"Reading this again, it seems this process is not real time, but rather pre-calculated. I'm sure some of you picked up on this already...but it leads me to the question of whether or not this is actually all that special. It seems like a nice way to pre-bake lighting into an environment and nothing else. The wheel above looks nice, but if it's just a lightmap stored on the model, then why is it so special?"

Yeah I thought the same thing when I was reading that. It's nothing new really. RE's been doing it for years. Pre-light the environment realistically, the re-render the shadows and lighting as maps. It's like having pre-rendered lights and shadows on an environment.

But I think this will be cool because not enough games do it today. Because this is obviously going to be used mostly on stuff that is stationary and the light and shadow wouldn't change anyway if it was real time. In racing game unless the race was 24 hours, and the sun changed the positions throughout the course of your race, you would never be able to tell if it was real time or not anyway.

That shadow or light under that bridge would never change in the 5-10 minutes you're going to be racing on that track.

So all this tells me is that they're going for super realism, that having just basic light and shadow stuff rendered in real time, isn't enough. They also want to account for the stuff that isn't worth doing in real time. All in all, PG3 should look incredible.
 
jimbo said:
"Reading this again, it seems this process is not real time, but rather pre-calculated. I'm sure some of you picked up on this already...but it leads me to the question of whether or not this is actually all that special. It seems like a nice way to pre-bake lighting into an environment and nothing else. The wheel above looks nice, but if it's just a lightmap stored on the model, then why is it so special?"

Yeah I thought the same thing when I was reading that. It's nothing new really. RE's been doing it for years. Pre-light the environment realistically, the re-render the shadows and lighting as maps. It's like having pre-rendered lights and shadows on an environment.

But I think this will be cool because not enough games do it today. Because this is obviously going to be used mostly on stuff that is stationary and the light and shadow wouldn't change anyway if it was real time. In racing game unless the race was 24 hours, and the sun changed the positions throughout the course of your race, you would never be able to tell if it was real time or not anyway.

That shadow or light under that bridge would never change in the 5-10 minutes you're going to be racing on that track.

So all this tells me is that they're going for super realism, that having just basic light and shadow stuff rendered in real time, isn't enough. They also want to account for the stuff that isn't worth doing in real time. All in all, PG3 should look incredible.


I agree...I'm not complaining at all about it, it just seems like an odd thing to write an article about. One thing I just noticed however is that it says it is stored per-vertex. I dont think traditional lightmaps are done this way, are they? Arent traditional lightmaps just textures that represent the lighting in a scene? It would seem these are different. Is it possible that it is stored as some sort of value (or maybe 2 values...strength and color), allowing lights from the environment to more realistically interact with it (instead of just making a shadow brighter, as in most games, you could actually eliminate the shadow there entirely).

Keep in mind I'm not a tech head by any stretch of the imagination so if what I'm saying is completely wrong, it wouldn't surprise me. Just something I thought about for about 2 minutes.
 
it sounds prerendered, but not prerendered textures, like with a classic lightmap, its prerendering occlusion

So the cars passing by buildings/under bridges etc will actually have the lighting over them affected in realtime in a realistic way, which varies object by object.

should be pretty smart.
 
mrklaw said:
it sounds prerendered, but not prerendered textures, like with a classic lightmap, its prerendering occlusion

So the cars passing by buildings/under bridges etc will actually have the lighting over them affected in realtime in a realistic way, which varies object by object.

should be pretty smart.

I guess this is kindof what I meant in my previous post. I have no idea what I'm talking about(well...a little actually, but not a whole lot), but I'm really excited to see this in motion :D .
 
morbidaza said:
I agree...I'm not complaining at all about it, it just seems like an odd thing to write an article about.
Keep in mind that these are just dev. updates similar to the ones from Bungie except these include alot more screens. Their goal is to explain things people interested in the game not to impress a computer graphics engineer.
 
Btw isn't this at least in part the lighting system used in Conker? It looks so awesome, it's just the best lighting I've even seen in a game.
 
"I agree...I'm not complaining at all about it, it just seems like an odd thing to write an article about. One thing I just noticed however is that it says it is stored per-vertex. I dont think traditional lightmaps are done this way, are they? Arent traditional lightmaps just textures that represent the lighting in a scene? It would seem these are different. Is it possible that it is stored as some sort of value (or maybe 2 values...strength and color), allowing lights from the environment to more realistically interact with it (instead of just making a shadow brighter, as in most games, you could actually eliminate the shadow there entirely).

Keep in mind I'm not a tech head by any stretch of the imagination so if what I'm saying is completely wrong, it wouldn't surprise me. Just something I thought about for about 2 minutes."

I'd have to speculate quite a bit to answer your questions plus I honestly am not qualified enough to talk about the curent lighting techniques either. But obviously it has a lot to do with the engine they've developed and how it works and we'd have to know more about it. All in all, it sounds like they're just trying to simulate ray-tracing as closely as possible, through smart cheating in places where it works. It sounds like they're really just trying to concentrate more specifically on bringing out the subtle lighting of diffuse and ambient light. I guess now that I think about it, it is kind of worth writing about it. It's a pretty cool idea, although not new, just better implemented and more broad than before.

What this sounds like it's going to do is complement the real time shadows and lighting we are getting today. You know how in some games, the contrast between a shadowed place, and it's adjacent non-shadowed neighbor is very obvious? Or some of the shadows just don't quite look right even though they are real time because other objects(specifically those aren't lit in real time and have light maps and shadows) aren't lit or cast shadows with the same intensity to match your real time shadows? This is going to smooth that jarring contrast to make it look even better.
 
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