Updated Water System (WIP)
Added 2023-01-04 21:48:17 +0000 UTCHi!
I'm currently redesigning a water system that will work nicely with the updated terrain that I mentioned yesterday. This new water system supports now underwater elements, shallow/deep calculations that will be used for footsteps or fishing for example.
I also did tons of testing with different reflection techniques and I decided that I'm not going to use raytracing/screen space reflections or anything that is heavy on the GPU. I much rather have solid performance and decent looking water than bad performance and great looking water. I like to keep it simple also for debugging reasons.
I mentioned earlier that I will be updating the Attachment System Dev Build soon with M4A1 and other polishing. I'm probably going to take few more days for working with these other systems, but I will let you know when there's a new build available.
ps. In the video the underwater looks really bad, it's because of video compression and banding in the dark areas, in the game it looks smooth :)
- Antti (Developer)
Comments
Will there be underwater POIs?
Patrick Turner
2023-01-24 05:21:45 +0000 UTCthis is huge
SW Content
2023-01-13 01:11:17 +0000 UTCGood! Hope for wet shaders on weapon and suit surfaces ;)
Юрий Су
2023-01-05 09:34:36 +0000 UTCLooks good to me. And sounds good too
M1XED_BAG
2023-01-04 23:43:53 +0000 UTCThe water is great so far!
maskedhobo
2023-01-04 23:13:44 +0000 UTCthought it is a video thing, just catched my eye. Looking forward to D1V2 :)
SavRoyale
2023-01-04 22:17:14 +0000 UTCI see what you mean, that is related to depth calculation which gives transparency to water edge related to the shore, that value can be tweaked (tightening the transparency edge) but I would say the video also kind of looks worse than it's actually is. There is no height difference in the water and the shore has some micro details that is visible in the game so some of the detail is lost in the compression. Let me know in the Public Demo 1 v2 what you think of the water when you can test it with full res :)
Road to Vostok
2023-01-04 22:13:33 +0000 UTCHonestly i think this is good and gets the job done! Not everything needs to be made high definition and ive seen even AAA devs struggle with optimizing good rtx water. Theres maybe the opportunity to save high end pc options as a post launch type of update? That way it doesnt bog down anything, if possible of course :)
Tenebris Infinite
2023-01-04 22:13:03 +0000 UTChey Antti, i'll show you a Picture of what i mean. https://ibb.co/M61TG3P the water is just too high, maybe it is a wave in that Screenshot but for still water there shouldn't be such a height difference between coast and water
SavRoyale
2023-01-04 22:07:35 +0000 UTCProbably not yet + most of the inconsistensies would be fixed with proper reflections and that would take a huge chunk from fps + slow down the development, because every solution has a drawback. I might add support for raytracing/SSR in the future but currently the most important task is to move forward. As long as it's recognizable for water and supports those other mechanics that's good for now :)
Road to Vostok
2023-01-04 22:00:29 +0000 UTCthe water looks wrong at 7 seconds, is that something thats need polishin. Maybe shaders. Looked like the water has a bulk
SavRoyale
2023-01-04 21:55:04 +0000 UTCSwimming sounds beautiful! Also, your water shader seems so clean
Daiviey
2023-01-04 21:54:58 +0000 UTC