Confetti’s 2017 – A Retrospective

As the year winds to a close, we wanted to reflect on 2017 to outline the exciting projects we worked on and to thank all of you out there for your support.
In the nearly nine years of Confetti’s existence, this was by far the most exciting, most successful, and most colorful year.
This year we added even more office space and we need to move to a bigger office building probably soon due to lack of space in our current building. Apart from the offices in Spain and Netherlands, we also opened up an office now in India.
Before we dive into the list of projects of 2017, we would like to thank everyone who recommended us to new clients. Your recommendation is our biggest reward!

At the beginning of the year we extended the Amazon Lumberyard Engine with the Microsoft HLSL compiler. We also provided better Android support for this engine.

We started on the StarVR SDK in July 2016 and kept developing its software stack throughout 2017, working on every software aspect of the system. With all the momentum behind that system, 2018 looks thrilling.

This year we also worked with Magic Leap on Unreal Engine 4 support and optimized UE4 for a specific usage pattern in a demo.

Rendering in a web browser becomes more and more feasible with the improving support of WebGL in browsers. Our WebGL 2 based project of the year was to upgrade the rendering system of Amazon Sumerian.

Apart from being on the Vulkan Advisory Board and helping to move the API forward, we also worked with Apple on test cases for the new Metal 2 shader language, with our new rendering framework called “The Forge” (more on that later).

We very much enjoyed working with Supergiant Games on their game Transistor a few years ago. One of the game highlights of the year was Pyre. This game reached a very high meta ranking:
We helped Supergiant Games to get this game running efficiently on the PS4.

Later on in the year we optimized Unreal Engine 4 for the VR game “Sprint Vector” by Survios:
We added GeometryFX to the Unreal Engine 4 to filter triangles in a compute shader before they hit the GPU.

For more than six months we are working now on Vulkan support in Quake Champions.
The game is super fun to play! A worthy successor to the Quake games of the 90ieth that many of us remember playing.

Our middleware package Aura shipped this year in the game Agents of Mayhem:
The game is an awesome showcase for Dynamic Global Illumination.

One of our internal projects is our new rendering framework “The Forge”. It was build for next-gen APIs with support for DirectX 12 / Vulkan on PC, XBOX One, macOS / iOS with Metal 2. There will be a PS4 run-time soon.
This framework was designed for multi-threaded command buffer generation, multi-threaded resource loading, cross-platform shader reflection system and many cool features more. We are hoping to open-source it soon …
Stay tuned for even more exciting stuff! Many of our unannounced projects can’t make it into a retrospective like this. You guys know who you are! Thanks for working with us. Oh and yes we are working on that new website.

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