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All Posts Tagged Tag: ‘graphics’

Perfomance Optimizations and introducing Microsoft DirectX 12

UPDATE

Thanks to the precise feedback from the players we have been able to quickly identify a number of bugs and we are working as fast as we can on a fix. If you have more feedback please use this forum thread: DirectX 12 Feedback Thread.

In today’s update to the game we are adding a number of optimizations to help you run the game faster and smoother while at the same time making it look better!

Better Performance Across The Board

We’ve updated the game’s render and with these optimizations we are seeing an average of 5-15 percent framerate increase across all machines. And even bigger increase on machines running DirectX 12 (10-15 percent increase), and we have even tested a few setups with up to 40 percent increase in framerate!

Resolution and Render resolution

If you still want more after these optimizations we have introduced a new feature in the render where resolution and render resolution are split into two! This means that you can lower the render resolution while still keeping the user interface and overlays in your monitor’s native resolution. This is a way to get a better framerate without hurting the graphics card too much. The game then scales the 3D render to fit the screen resolution. You find this in the settings in the action game, and you can always press F7 (default key) to see the current FPS and Ping in the action game. But wont lowering the render resolution make the game look horrible and jagged? Read on for more info on how this is handled!

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Adams update brings new terrain and tweaks to the town map

In the coming update named Adams (after the American hero Lucian Adams) we have improved the terrain graphics and added a handful of tweaks to the town map.

Terrain update

We have updated and improved the way terrain is generated and drawn on screen, and the Town map is the first to receive the update. You can see that grass and bushes now look a lot better and the terrain has a more fluid and less jagged feel. In addition the grass-land and fields are a bit more hilly, which helps infantry move by providing a bit more cover.

Here you can see how nice these improvements look, and how nice the uniforms now blend in to the terrain better. This is the capture point E2 –

MORE DETAILS?

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Featured Developer Shaun Mechen (reto.scratchliquid)

retoscratchliquid First of all, what is your gamertag in Heroes & Generals, and what’s the story?
Scratchliquid. Scratch is from an old inside joke and liquid is from solid snake’s bad ass brother liquid snake.

What is your position at Reto-Moto?
3D Artist. I am overlooking the weapons.

For how long have you been working here?
2 months.

What games have you worked on?
I have worked on a few unannounced games I can not talk about. But I used to work doing weapons on Interstellar Marines at ZeroPoint Software.

Which tools do you use for making Heroes & Generals?
Maya, Softimage and Zbrush

What are your hobbies?
I like the outdoors but I also like to build plastic model kits of WWII German armour when I am not looking after my little girl.

What’s the best thing about Heroes & Generals?
WWII what more can I say.

What’s the best thing about working at Reto-Moto?
Having great support for something I love to do.

What are you working on right now?
Guns, guns and more guns.

What are your favorite games of all time?
I have a few ZX Spectrum and Commodore 64 games I love.
But more into this century I played a lot of Battlefield 2 and Company of Heroes.

What is your favorite movies?
Well I can’t say one movie but i generally love most WWII movies and I am not saying that because I am working on Heroes and Generals.

Animated textures for smoke and fun!

Reto.BombeBo is our in-house special effects ninja! Today he emerged from a nicely rendered cloud of smoke with a blog post about…. Smoke! – Reto.Robotron3000

Today I’ll show you guys how animated particle textures are used for making fake volumetric smoke effects.

When making smoke with simple particles the result is often a little flat looking. To beef up the complexity and give the smoke a volumetric look – animated textures are the way to go.

This is an example of a generic smoke texture:

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Awesome community art

One of the really nice things about this game is working with a community of heroes and general (I only KNOW of one general, but there might be more lurking). We have started to see more and more community art showing up and recently londonsmee has performed the heroic deed of creating a batch of nice banners using assets from the game. So take a look below (click to enlarge) and thanks ‘londonsmee’! :-)

Here is a link to the forum thread where they were first posted and you can click here to grab them all as one image.

3D Artist

We are looking for an experienced 3D artist who wants to be part of the team making the game Heroes & Generals (http://www.heroesandgenerals.com).

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Assault-Team Insignia

Assault Team Insignia Editor

Over the holidays I’ve mocked up a demo of a simple tool for creating custom unit-insignia for assault teams.

The idea is that you can create your own insignia for you assault team(s) and have them displayed both on the strategic view but also as decals on tanks/soldiers/airplanes in the action game. Obviously (being a f2p game) acquiring a unique insignia will come at a cost. The plan is that players can pay to lock a particular design so nobody else can use it. If you don’t care that others can use the same combination it will be cheaper.

The mockup is not final in any way and is just a design suggestion. This design will be iterated a few times before it goes into the game. I assume you guys out there have a few more layers you would like me to add :-)

The demo can be found here:
http://www.heroesandgenerals.com/media/UnitSymbolDemo/UnitSymbolDemo.html

Feel free to comment and bring your suggestions for improvements but post them in this thread in the Forum :-)

COMMENT HERE:
http://forum.heroesandgenerals.com/viewtopic.php?f=22&t=1706

 

Enjoy! :-)

 

 

Fast Terrain Vegetation

After trying many different approaches we have implemented a new routine for drawing grass and cornfields on the terrain. The routine we have used so far has a few issues that we were not happy with. It is very hardware intensive which means that it can only be drawn close to the player and not in the distance. This is particularly bad when it is used for cornfields and high grass. Players will crouch down thinking that they are in cover in a corn field and in reality everyone can see them and shoot them.

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What are you waiting for soldier? We need heroes on the battlefield and generals to lead them!