Post Mortem: GPU Accelerated Effects in Borderlands 2

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1 Post Mortem: GPU Accelerated Effects in Borderlands 2

2 Introduction Speakers: Jim Sanders, FX Director, Gearbox Software Kevin Newkirk, Technical Artist, NVIDIA

3 Welcome to the Borderlands!

4 What is Borderlands2? Borderlands 2 Released: September 18, 2012 Developed by: Gearbox Software Published by: 2k Games Metacritic: 90/100 on PC Unreal Engine 3 (modified) Borderlands 2 is an action role-playing first person shooter. X-Play s Game of the Year Best shooter, Best multiplayer game (Spike TV VGA s)

5 GPU Accelerated Effects Using UE3 s NVIDIA PhysX SDK GPU EFFECTS Persistent mesh debris Force fields SPH Fluid Simulation Cloth simulation Most were stock UDK simulations! Minimal implementation

6 GPU Accelerated Effects

7 Overview What will you get from this presentation? A look at created GPU accelerated effects in Borderlands 2 Benefits of accelerating your effects Deep dive into methods of creation A look at effects available to UE3/UDK users today.

8 Contents Benefits of PhysX Particles Cloth Fluid QA

9 What were our benefits? Why did we do this? We have dynamic tearing of cloth, enough said! This added a new dimension to our game, a new character. Helped us reach a new level of immersion that is exciting but not overwhelming Opened us up to a new way of thinking, what else can we do with this tech!

10 Development How would we do this? A look at early discussions Memory and Performance What impact would this have on our development style Custom Engine Tech Can PhysX support dynamically generated content i.e. a bazillion guns?

11 DEEP DIVE

12 Persistent Debris

13 Persistent Debris Persistent Debris Advantages Persistence of debris Additional interaction with later game events Force fields! Added weight to visual impact on player What must a designer take into account?

14 Persistent Debris Persistent Debris Must be properly lit! Bad Particles Good Particles

15 Persistent Debris Persistent Debris Collisions must work all the time or breaks immersion Triangle collision is a must

16 Cloth!

17 Cloth! Simulated Cloth Initial Solution (Vertex Animation)

18 Cloth! Simulated Cloth Simulated Cost to simulate Have to be more aware as you decorate your level Interaction with game events Looked better! Tearing!

19 Cloth! Simulated Cloth Tearing!

20 Cloth! Authoring Increase resolution of existing assets

21 Cloth! Authoring Add bones Weight vertices

22 Fluid Goo Blood Ohhh MYYY!

23 Fluid Goo Blood Ohhh MYYY! What did we do? Simulation: Smooth Particle Hydrodynamics Rendering: Based on GDC2010 Simon Green Screen Space Fluid Simulation

24 Fluid Goo Blood Ohhh MYYY! What did the simulation give us? Collision with game environment Density value for rendering Pressure waves create realistic fluids Highly parallelized in CUDA ~25k particles simulated

25 Fluid Goo Blood Ohhh MYYY! Screen spaced fluid rendering Non-marching cube solution Entirely in screen space (no meshes) Only generates surface closest to camera Fast!

26 Fluid Goo Blood Ohhh MYYY! Last seen: Alice 2 What improvements have been made?

27 Fluid Goo Blood Ohhh MYYY! Multiple fluids per screen Early UE3 tests

28 Fluid Goo Blood Ohhh MYYY! Multiple fluids per screen Allowed us to do lots of different effects on screen! No appreciable cost per additional material Colors controllable by particle system Common simulation allowed for fluid iteraction This helped boundaries between the various liquids to maintain color Worked best with more opaque fluids Improvements still needed for mixing translucent materials

29 Fluid Goo Blood Ohhh MYYY! Downsampling Fluid was downsampled to improve overall performance

30 Fluid Goo Blood Ohhh MYYY! Downsampling Fluid is rendered at ½ resolution, caused edge artifacts Used FXAA to smooth edge aliasing, minimal cost Fast Approximate Anti-Aliasing (FXAA) algorithm created by Timothy NVIDIA Smooths pixels instead of geometry, perfect for our fluid technique!

31 Fluid Goo Blood Ohhh MYYY! FXAA to the rescue!

32 Fluid Goo Blood Ohhh MYYY! Production lessons Allow everything to be controlled in the effects package Color, Size, blur, edge quality all controlled per effect

33 Fluid Goo Blood Ohhh MYYY! Production lessons Density is key Modified color/sizing by fluid density

34 Fluid Goo Blood Ohhh MYYY! Production lessons Sorting can be hard, watch out for level designers!

35 Fluid Goo Blood Ohhh MYYY! Blood: to simulate or not to simulate (YES SIMULATE!) Allowed an interesting gameplay change Easier to determine hits, visible blood trails, fun? Pushes the boundaries of some ratings Next step: leaving decals

36 Questions?

37 Wrapping Up Resources (forums) Presentation References D_Effects.pdfGDC Exhibit Booth: #1602

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