Can We Do It with Particles?: VFX Learnings from 'Returnal'
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- Опубліковано 21 вер 2024
- In this 2022 Visual Effects Summit session, Housemarque & Playstation Studios’ Risto Jankkila and Sharman Jagadeesan discuss how Housemarque used their programmable particle system to create key vfx features in Returnal. Covering aspects such as volumetric fog driven by real-time fluid simulations and usage of particle hierarchies for character effects such as tentacles.
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I remember the first thing I noticed when I played this game was... Wow, the VFX are stunning. And so generously used, so must be brilliantly optimized.
Returnal is an amazing game. Thank you team at Housemarque!
that's the talk I was waiting for three years, thank you!
I'm constantly amazed at what kind of workloads you can just dump on the GPU and it just running it smooth as butter. Another thing I just can't believe is how temporally stable all of this looks with such simple constraints applied to tentacles, for example.
Its just so cool to learn of these things even though I am no devloper. Just to see how much thought, work, knowledge and energy goes into making things that we just enjoy in our pass time.
I have often revisited the tiny snippets we could see of Returnal's VFX System in the VFX Breakdown on UA-cam and one blogpost, so I am thrilled to see an entire talk that goes more in-depth about how those things were actually accomplished!
Well, legendary GDC quality is back!
Finally
Absolutely beautiful talk with many insightful ideas and approaches, thank you very much!
Epic Quote: "Respect the sphere. Shoot at it."
The name of Housemarque's next game: Shoot the Sphere™
Spherespindle
Fave game of 2021!
Wow, brilliant talk after all. Now, I'm more motivated to use particle system more in my game.
It's new to me, I've used it in some of the game. If someone in comment have great resources, please reply.
Amazing Talk, love Housemarque 💙
brilliant talk, thanks for showing the tech!
Damn this was a great talk! Loved the game and loved the deep dive from Housemarque devs here :)
Descriptive Destruction "This is the way" I'm building on this immediately!
13:40, pc build?
Absolutely BRILLIANT!
My brain blown ! Thank you for this!
This confirms the pc version
Absolutely mind blowing!
This was a great talk!
Amazing! Thank you, guys!
Against everything my brain was screaming at me, I did indeed shoot the orb/sphere when I saw it so you're welcome! 😄
I was honestly afraid to shoot that sphere, but I did it later and went “…oh, nice” and moved on. So much care goes into things, but us players just take it for granted.
Those debug seetings i see that pc port
Now we need to hear from developer Image & Form about their work on "The Gunk"
amazing tech!
brilliant!
nice work
So cool
Could we possibly see a HMQ VFX Plugin for UE5 anytime soon?
Do not send any messages to whats app numbers
upea !
every day fewer reasons to buy a stool 5
@00:09:00 A p.GetParentStruct.DistanceToParentXFloat64 API is more performant and scalable than actually returning the Parent object. It is also self-documenting. Returning the Parent object can present memory security issues. Is the flat programming paradigm a restriction of the HLSL itself or the HMQ plugin?
@00:13:16 Can the "Tentacles" be scaled down to generate realistic flowing hair? And can it still achieve the budgeted 1ms draw call?
The particle system behaves eerily similar to a NANITE-based Point-Based rendering system which is currently under development by the Unreal Engine publisher Epic Games. The only issue is your reliance on Voxels instead of the Tris implemented in NANITE. Such a performant scale- and mesh density-invariant renderer has never been seen in gaming. Epic Games needs to analyze this presentation.
Combination point-based renderers and novel new mesh-replacing UV map standards will achieve performant PBR character/environment animation and VFX. My 2024 prediction.