The StarVR SDK is something we are developing now since more than two years:
The StarVR SDK is something we are developing now since more than two years:
Today we open-source our new rendering framework on GitHub. Our old rendering framework served us now nine years. Let’s hope the new one will be good for the same time frame.
There is a Twitter channel called @TheForge_FX
Although we consider this framework still our internal workspace, we will try to regularly provide updates of the GitHub repository.
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.
As the year winds to a close, we wanted to reflect on 2016 to outline the exciting projects we worked on and to thank all of you out there who support us.
In the nearly eight years of Confetti’s existence, this was by far the most exciting, most successful, and most colorful year (I know we said this the last three years, but it is true :-)).
This year we grew again out of our office space while still having the challenge to find more space in our Encinitas building. We now occupy the two biggest rooms in the building as well as one of the medium sized rooms. We also started a new office in Castellon, Spain (close to Valencia), to offer even more support for our European customers.
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 helped to create the Samsung S7 Galaxy Launch demo in collaboration with Epic, Samsung, and Qualcomm. Epic hired us to help with the addition of Vulkan support in the Unreal Engine 4. The resulting ProtoStar demo was shown running live on the actual device during the Samsung S7 Galaxy Launch. If you were a member of the development team, you could feel a sense of great relief and excitement when the demo was over. Later on, we developed an even closer relationship with Samsung which allows us to have better technical support for Vulkan implementations in mobile games.
This year’s GDC was one of our most successful ones. We worked on an astonishing amount of demos and games that were shown on the GDC show floor.
We wrote an SDK that would help developers add Dolby Vision support. We added Dolby Vision to Unreal Engine 4 and Amazon Lumberyard, and our SDK was used by Frostbite. Amazon showed the Rin and the Deep Sea Creatures demos. They also demonstrated the iOS / Android support and the Particle Editor improvements we did for the engine. Epic showed the Paragon and the McLaren demos with Dolby Vision as well as the ProtoStar demo from the Samsung S7 Galaxy Launch event.
In the following months, we fine-tuned the Dolby Vision implementation and wrote a Dolby Vision Video player for XBOX One / PS4.
From March 2016 to August, we worked on Mafia 3 and optimized the game for the XBOX One.
In August 2016, we presented a new next-gen rendering architecture called “The Filtered and Culled Visibility Buffer” during GDC Europe. This new rendering architecture is mostly based on the idea of checking visibility of triangles shortly after all triangles are cluster culled and filtered. Applying triangle cluster culling and then filtering a whole scene for several rendering views at the same time can generate astonishing performance improvements on XBOX One, PS4, and also on PCs. This new rendering system was well perceived by Insomniac, Microsoft, Activision, and others.
In September / October, we helped Reforged Studios prepare their game demo, working on particles, shadows, and bloom effects for the iOS platforms.
In November we finished more than six months of work on Battlefield 1. We mostly worked on DirectX 12 support, Multi-GPU support, and various optimizations.
One of our secret IP projects this year was going through 1500 GPU related patents, categorizing them, and then extrapolating where the future of graphics is heading based on those patents.
In November, Wolfgang gave another one-day Masterclass in Montreal during MIGS16. The topics were triangle cluster culling and filtering, ExecuteIndirect with DirectX 12, Dynamic Global Illumination, and Modern PostFX pipeline.
Since July 2016 we’ve been working on the SDK for StarVR. This SDK will offer an API that allows integrating StarVR support in any custom engine, including Unreal Engine 4 and others. The SDK provides several examples that show how to implement certain techniques and how to drive the StarVR HMD.
Since December 2016 we also have been working with Deutsche Telekom on a secret project that involves real-world drones and AI. Stay tuned for next year to hear more about this exciting endeavor.
As in the previous several years, we’ve spent the whole year working on the Amazon Lumberyard engine, improving the particle system and mobile support.
We also worked on a wide range of new tech that we developed in-house. Our middleware packages Aura, Ephemeris, and PixelPuzzle evolved further and are running even more efficiently on PC, PS4 and XBOX One. 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 🙂
Here is the executive summary: we built a rendering system that
Please download the slide deck from this link.
Confetti was helping with a lot of demos on the show floor. The following list should cover most of them:
We helped with adding Vulkan to Unreal Engine 4.