From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

New Renderer Progress

New Renderer Progress

Postby SolarPortal » 24 Feb 2016, 22:38

Hey guys,

Here is a couple of screenshots from the new renderer. You will notice it is an indoor scene with good lighting and shadows.

Image
Image
Image

Edit: Here's a shot with the HDR workspace:

Image
Notice the green overbloom :)
This HDR has full anamorphic lensflare and adaptive eye rendering.

Image

Edit: Here is some of the amount of point lights you can run and all at 224fps on a ground plane ( all done on an Nvidia GTX560ti )

Image
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Re: New Renderer Progress

Postby Shando » 25 Feb 2016, 01:40

All I can say is 8-)

Looks stunning, and at 224fps as well!!!

Can't wait to get my grubby paws on this upgrade ;)

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Re: New Renderer Progress

Postby lordalmighty1 » 25 Feb 2016, 05:14

these are looking good m8, great performance also :D
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Re: New Renderer Progress

Postby TattieBoJangle » 25 Feb 2016, 11:46

Looking great guys any alpha shots ;)
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Re: New Renderer Progress

Postby SolarPortal » 25 Feb 2016, 14:44

Thanks everyone :)
No, there are currently no usable versions for public users atm, but we are planning a private alpha testing session for the new version hopefully in the next couple of weeks. All materials are converted on the fly to a new format so there is no material editing or tweaking yet. This shows how close the conversion between old and new skyline are though.

Will keep you all posted :)
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Re: New Renderer Progress

Postby lordalmighty1 » 25 Feb 2016, 15:44

I think, maybe tattie means the alpha rejection?. as he was having issues with the older renderer with this yes? in his hotel screenshots?. or am I mistaken lol.
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Re: New Renderer Progress

Postby SolarPortal » 25 Feb 2016, 16:16

ahh lol :P Will try and pull some out lol :P
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Re: New Renderer Progress

Postby CreativeOcclusion » 25 Feb 2016, 19:15

This looks great SP....I like the amount of lights at that fps....Awesome job...
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Re: New Renderer Progress

Postby AuShadow » 26 Feb 2016, 14:39

Just to make sure, when the new renderer and new modules are done, will all our previous skyline maps and levels be compatible still?, I know you guys haven't heard from me in a little while but I still keep an eye on the forums on a regular basis :), got something I am putting together elsewhere that I would like to move over too but just want to make sure I can start now or if I would have to redo all the models and materials when these updates are released.

Also not to rush you guys as you are doing great, but just wondering if there is an ETA on this and/or the fps modules?

Thanks guys (well guy and gal :)) and keep up the awesome work
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Re: New Renderer Progress

Postby SolarPortal » 26 Feb 2016, 14:46

We are trying to keep compatibility the best we can and some materials will need a tweak, but all the materials you see in the images are conversions from the older skyline files using the Uber shader to the new PBR shading. Much work still to do to put an ETA on the task, but there will be a private alpha version hopefully in the next couple of weeks.

There is still some major work to tackle like terrain, post fx and mesh editors etc.. with many tweaks still being required.
I cannot answer on the FPS stuff, but its going well and i am sure StarFire can fill you in on the details more :)
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Re: New Renderer Progress

Postby StarFire » 26 Feb 2016, 14:54

The modules are moving along nicely and the FPS is already performing better that the proto version in current use. I can not commit to a release date but we are trying to find time to put one together for you guys as there has been quite a few fixes to the system.
First I want this FPS to be game ready for everyone and customisable for your projects and SP has to be in a good place to put the renderer down for a few days.
Not to be too optimistic but I think we should be seeing the light at the end of the tunnel in the next few weeks. ;)
If we can get anything sooner to you we will certainly try :D
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Re: New Renderer Progress

Postby SolarPortal » 26 Feb 2016, 17:32

Here's some more indoor screenies ;)

Image

Image

Image

Lights still have limited shadow casters for performance reason and we will be building some sort of zoning or volume to turn lights off when not seen. Occlusion culling will also help in these cases. But the images above with the correct amount of lights running are solid shadows with zero flicker until more lights are added to the level which takes a bit of management lol :P
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Re: New Renderer Progress

Postby TattieBoJangle » 26 Feb 2016, 17:43

Looks great the difference they shadows make along with the lights is 100x better if the lights could have a debug boundary box that would help ;)

Looking great guys keep it up :D
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Re: New Renderer Progress

Postby SolarPortal » 26 Feb 2016, 17:47

We have plans for a debug bounding sphere for point lights and the other we shall see lol :P
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Re: New Renderer Progress

Postby Gtox » 01 Mar 2016, 13:28

Looks fantastic!
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Re: New Renderer Progress

Postby SolarPortal » 05 Mar 2016, 00:15

Hey Everyone,
I decided to relax and play with the new version this evening for a couple of hours and converted the Racetrack Template into a nighttime scene with lots of lights and meshes to push the system a bit and i would consider that it did fairly well. We have recorded some videos of the action to show you it all in action, so here goes:

Video 1) This is a top down and screenshot angles video capturing some of the nice visuals created by the stable lighting and half decent performance on my aging Gtx560TI:



There are no lods in play but the system does auto batch, so it could get even quicker once some more performance optimizations are in play :)

Still no IBL in this rendering, so quality will be improved more and the car shaders are not completed yet.

Video 2) This time we have the footage following one of the AI cars. Yes, it can be a bit jumpy but still very cool overall.


Video 3) Are you not sure what you saw in the scene! Well here is the video showing all the entities and lights in the scene and really how many things there are lol :P At the end, we show that its easy to add more lights hehe :P


Thanks for watching and reading. We know the delay is long but we cannot release without the same features back in than what we already give out, but we are planning a private release soon for those users itching to get their grubby paws on it lol :P

p.s. We had big breakthroughs with getting the terrain to show in the new renderer although there is some lod and shader work to do.
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Re: New Renderer Progress

Postby TattieBoJangle » 06 Mar 2016, 11:16

:o amazing work guys :o

it looks so much better at night with the lights ;)
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Re: New Renderer Progress

Postby lordalmighty1 » 06 Mar 2016, 12:09

great work guys sooo cool now it looks and fun haha :D
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Re: New Renderer Progress

Postby epsilonion » 06 Mar 2016, 20:53

Wow, now this is what I am talking about miles better then before.
Skyline is going to be a strong competitor of Unity at this rate, keep up the good work and give yourselves a big pat on the back.. :D
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Re: New Renderer Progress

Postby SolarPortal » 06 Mar 2016, 21:18

thanks everyone :D. It certainly can put a few lights down. They still take performance if ranges are large and too many lights used, but we plan on adding a light manager which turns lights on / off as you move around the world.
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Re: New Renderer Progress

Postby Shando » 07 Mar 2016, 02:26

Skyline is going to be a strong competitor of Unity at this rate


@liam well said!!

Once the new renderer is in place and StarFire releases the updates to the Game Mechanics I can see Skyline coming very close to being a game-ready engine :D

The only things I can see that really need to be in place for it to truly compete with the aforesaid would be (in no particular order):

    Script Editor (Debugging, Syntax Checking, Intellisense etc.)
    Networking (both P2P and C/S)
    GUI Editor
    Database System

After that, things like the PhysX upgrade, C# Scripting, Mesh Editor, exporting to other platforms and the other bits on the Roadmap could be added over time.

Not that I'm trying to push for any of the above, of course ;)

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Re: New Renderer Progress

Postby SolarPortal » 07 Mar 2016, 10:17

lol, we hear you Shando :D
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Re: New Renderer Progress

Postby lordalmighty1 » 07 Mar 2016, 14:16

Shando wrote:
Skyline is going to be a strong competitor of Unity at this rate


said this from the beginning :D.. and totally agree still lol..

multiplayer co op functionality for 4 players is what I would like for my game idea ;)
until then I think I just wait and see all the goodies as they come out before doing much of anything though.
still aways to go for me to be ready to do much of anything anyways so. but I do like the way its turning out getting very nice indeed from pics and vids etc.
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Re: New Renderer Progress

Postby SolarPortal » 13 Aug 2016, 14:39

time to rebring this thread up. Just released the latest blog post but also wanted to post the video here for you all aswell :)


for those whose video wont load, here is a link to youtube: https://www.youtube.com/watch?v=NV3-u32v4lU
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Re: New Renderer Progress

Postby lordalmighty1 » 14 Aug 2016, 10:58

all I see is a big black box no vid m8
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