Nikolay Stefanov (@nhstefanov) 's Twitter Profile
Nikolay Stefanov

@nhstefanov

Tech Director at Ubisoft Massive. Recovering graphics programmer.

ID: 717785744115412992

calendar_today06-04-2016 18:47:12

407 Tweet

2,2K Followers

195 Following

Massive Entertainment - A Ubisoft Studio 🎮 (@ubimassive) 's Twitter Profile Photo

🎧When you think about Ray Tracing, most people think about graphics. But the technology can also be used for simulating how sound travels in a game. We’ve sat down with our audio team to learn more about Ray Tracing audio in Snowdrop! 👇Read more 👇 massive.se/blog/games-tec…

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

Josh's GDC talk "Upgrading the Snowdrop Engine for the Massive World of 'Avatar: Frontiers of Pandora'" is up on the vault: gdcvault.com/play/1034279/U…

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

Our lead technical artist Kunal has posted his reel about the shader / effect work he did on Avatar. Check out the distant terrain noise to fake grass. youtube.com/watch?v=WZ7GNx…

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

It’s a privilege to work with some of the best in the industry. If you have access, the presentations are a really good watch, as well as the audio, 3C ones

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

I spent the best part of this year optimizing Outlaws, together with a team of code wizards. Nix is a good boy but he sure takes his sweet time doing pathfinding queries.

Alexander Battaglia (@dachsjaeger) 's Twitter Profile Photo

Working on a video right now covering Star Wars Outlaws on PC. Snowdrop Engine in this title is absolutely smashing it and the art design/asset work is sublime. RTXDI adds next level fidelity to everything on PC. Hopefully some more coverage for you very soon!

Working on a video right now covering Star Wars Outlaws on PC. Snowdrop Engine in this title is absolutely smashing it and the art design/asset work is sublime. RTXDI adds next level fidelity to everything on PC. Hopefully some more coverage for you very soon!
Digital Foundry (@digitalfoundry) 's Twitter Profile Photo

Star Wars Outlaws! Today it's Thomas Morgan with the console review: Series X, PS5, Series S - all modes (and aspect ratios) tested! PC coverage to follow courtesy of Alexander Battaglia: youtu.be/rJFJEvx-ua8

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

DF has found what the team calls the "Mirogana stairs of doom", by far the worst performing location in the game. Back in January, the framerate there was just over ~25fps. I'm pretty happy where we ended up for ship.

Dan Lowe (@danlowlows) 's Twitter Profile Photo

Just want to say: Facial animation in massive open world games with hundreds of characters, should never be compared to facial animation in linear games with a relatively small cast. Delivering that stuff at scale is a totally different problem.

Alexander Battaglia (@dachsjaeger) 's Twitter Profile Photo

Star Wars Outlaws on PC is one of the best looking games this gen with a PC version that is not artificially held back by consoles. What does RTXDI do? How is perf? What about the hidden max settings or DLSS Ray Reconstruction? I cover that and more! youtu.be/g3irLCjQTOA?si…

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

RTXDI eats up VRAM in an open world game. Every object needs to be in the RT world, including skinned or vertex animated ones - otherwise direct lighting and shadows look wrong. Indirect lighting only is cheap(er) on VRAM, we can skip small objects and keep them static.

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

The big plus of PRT was that it could relight from new light directions / cloud coverage / etc. Much more flexible than the simple lerp between different probe sets. The later 2016 talk is the evolution of this idea, implemented in The Division.

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

(Hot take?) Doing a round trip to Houdini is not the best approach for scattering vegetation. Often slow, no realtime preview, problems supporting large teams, etc. Much better to implement it directly in-engine.