Rise Of The Tomb Raider Using Async For Awesome Volumetric Lighting On Xbox One

Realism is the key with this approach.

Posted By | On 17th, Aug. 2015 Under News

Rise of the Tomb Raider (6)

By all accounts, what we’ve seen from Rise of the Tomb Raider has been pretty darn impressive. The game looks to be bringing a story that is going to be even more interesting that the reboot of this series and the graphics look top notch. We already know the game is going to be using the tressfx technology to make hair of various characters look more realistic. Now we’ve also found out that Async Compute is being used in order to bring more dynamic lighting to the game’s world.

Eidos Montreal divulged this particular piece of information at its SIGGRAPH 2015 presentation along with other rendering techniques that are going to employed in the game. In order to try and get the shadows and light just right, the company said it is using a  resolution-agnostic voxel method. This method allows volumetric lights to be rendered using asynchronous compute after the rendering of shadows, with correctly handled transparency composition. All of that technical jargon means that shadows and light work in a way that is closer to the real world than we’re used to seeing in video games.

Eidos also reported that it used it’sown in-house SSAO technique dubbed ‘Broad Temporal Ambient Obscurance’ (BTAO). The technique is inspired by SAO (Scalable Ambient Obscurance) and it is apparently more impressive and more effective than what others in the industry have decided is the norm, HBAO. The in-house solution is apparently better when talking about performance and efficiency. Finally, Rise of the Tomb Raider is going to be using  Sample Distribution Shadow Maps (SDSM) much the way that 1886: The Order did, in order to further get shadow mapping as perfect as possible.

Thanks, GearNuke.

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  • Mark

    Nice Oliver! Just read the pdf, and while it’s short, it’s pretty cool. I think material deformation or movement (trees blowing in the wind, snow altering) is something that programmers are starting to use in a big way this gen, Witcher and Gears 4 comes to mind. They’re making use of compute shaders that allows the GPU to do these kinds of jobs, and it’s just more immersive in the game worlds. This pdf is short, so I wanna find the full Siggraph file. If anyone finds it I’d be thankful.


    • red2k
    • Mark

      Ur the man!

    • Mark

      Yeah actually that pdf is a UbiSoft presentation. It’s about AC Unity’s features. If u have the Tomb Raider one I’d luv it, but if not good lookin anyway. UbiSoft stuff was cool.

    • red2k

      Yeah im triying to find the TR info but i cant find it.

    • Shi’a at

      Is that why Gears 4 looked incredibly better than any game Ive seen so far?? Is it me or did that Gears 4 look unbelievable?…

    • Mark

      Nah it did look amazing. Imo people were tryna downplay it saying it was too dark lol. C’mon, it set the mood for that horror feel. When the bridge and truck tore apart from the winds, I rewound it many times! And seeing that the characters during gameplay was arguably 1:1 level of detail with the cutscene actors, I rewound that too! U gotta have an eye for this stuff! Haha

      But the wind blowing the trees was Compute Shader work, basically the GPU was doing physics instead of the CPU, which is much better performance using the GPU. Much like the Witcher but better here imo. Devs are finally starting to leave behind last gen, and from what I saw at E3 and Gamescom, these systems are pushing a surprising amount of detail…

  • Psionicinversion

    Nice, should look good on ma PC


      Yeah in mid 2016 lol

  • Sam

    This game is looking more and more impressive each time there’s new news on it. Can’t wait to get my hands on Rise!


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