Confetti’s 2015 – A Retrospective

As the year winds to a close, we wanted to reflect on 2015, outline the exciting projects we worked on and thank all of you out there, who support us.

In the nearly seven 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 two years, but it is true :-)).

This year we started a new tools department, grew again out of our office space while still having the challenge of finding more space, worked with the coolest projects in the industry and
established our office in Europe in Breda, Netherlands to serve our European customers better.

This is also the first year, where we can see the effect of what we call “third-generation” recommendations. We worked with a company in 2010, the person we worked with moved to the next company and recommended us and then from this company someone moved on and recommended us again to the third customer. Thanks for all the awesome recommendations!!

This year we helped to ship Transistor for iOS. This is an awesome game and we enjoyed working with the super nice and talented team of Supergiant Games a lot! Make sure to checkout the game!

We also helped to launch Vainglory on the Android platform in the first months of the year. If you like to play a MOBA on a mobile platform check it out. It was a joy to work with the super cool team at SuperEvil Mega Corp.

This year we also started a project with the famous German research center KIT in Karlsruhe. Our relationship with these guys goes way back to the founding of this company. Carsten Dachsbacher has always been a member of our advisory board. We are hoping to publish the project we worked on as open-source very soon. Not to spill the beans, but it has something to do with a next-gen rendering system; in other words more lights and many more shadows compared to current rendering systems.

One of the few remaining IPs that we haven’t worked on in the last seven years was Call of Duty. We were painfully aware of this until we got the chance to finally work on Call of Duty Black Ops III. Now we can say we worked on many or most of the big IPs in our industry 🙂

Since nearly seven years, Qualcomm is a great customer and this year like every other year we worked on a few interesting new projects with them. Supporting a “tinkering” hardware platform was one of them. We also returned to the Qualcomm offices in Bangalore and Hyderabad.

We are a middleware / consulting / service company for the game and movie industry. This year we worked with Red Giant on future real-time rendering high-quality post-processing effects for movie post production.

Our friends at Undead Labs are one of our returning customers. This year we helped them with various additions to their engine, including adding a new real-time skydome system with volumetric clouds.

Dolby Vision is the new HDR standard for TVs/ Monitors of the future. It is very impressive to see these new TVs/Monitors in action. We wrote the Dolby Vision SDK and now support various game developers and hardware vendors in implementing it.

Since nearly two years we work with Amazon Game Studios on their game engine. Creating new and especially next-gen technologies for many hardware platforms never fails to excite us 🙂

With the new rendering APIs available now, we are involved not only in designing those APIs in Microsoft’s Advisory Board and in the Khronos Group but also frequently implement them in game engines. We worked on various game engines this year on implementing Metal / iOS, DirectX 12 and Vulkan PC/Mobile.

We also worked on a wide range of new tech that we developed in-house, like for example a next-gen rendering system that removes the memory bandwidth overhead of filling G-Buffers from the rendering equation. Our middleware packages Aura, Ephemeris and PixelPuzzle evolved and are running even more efficiently on PC, PS4 and XBOX One. There is also a new middleware package at the horizon. 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 …

Confetti’s 2014 – A Retrospective

In the nearly six years of Confetti’s existence, this was by far the most exciting, most successful and most colorful year. This year we got the chance to work with many AAA teams and help them fulfill their vision of a great game.

At the beginning of the year we worked on Murdered – Soul Suspect on a wide range of visual effects and engine optimizations.

For AMD we worked on CPU optimizations for the new Futuremark Benchmark.

After more than a year of working on Star Citizen, we finished our tasks in the second half of the year. We worked on a wide range of rendering challenges like Nebula particles and distribution, Volumetric Explosions, Order-Independent Transparency and on the Capital Ship Damage system.

Our first customer Qualcomm works with us since more than five years. We are very proud of that relationship. This year we spent some time in the Qualcomm offices in San Diego and India.

Super Evil Mega Corp has a winner in their hands with Vainglory. We are proud to add new features to this game and enjoy working on new features.

Transistor has one of the best user review scores on Steam. We feel honored to have been asked to help bringing the game to new platforms.

Amazon Game Studios is becoming a technology powerhouse. We help by adding features to their engine.

We had and still have a great time on working with Dolby on future monitor technologies. Extending Unreal Engine 4 to run a wider range of color and brightness values is a challenge just right up our alley 🙂

AMD involved us with optimizing the GPU usage of Dirt 4. Like its predecessors the game looks super awesome and now runs a bit faster 🙂

We also worked on a wide range of new tech that we developed in-house, like for example Volumetric Explosions, new PostFX and others. Our middleware packages Aura, Ephemeris and PixelPuzzle evolved and are running efficiently on PC, PS4 and XBOX One.

Work in Progress: Volumetric Explosions

You can find a work in progress movie of Volumetric explosions here:

Work in Progress: Volumetric Explosions

We are still working on the possibilies. If you split up a Michael Bay explosion in phases you can use four:
1. “Lightning” – first part over brightens the scene
2. Glow – this is the glowy part that is still white / yellowish
3. Orange glow + dark smoke
4. Lots of smoke …
We are getting better with 3 but 1 is too faint, 2 is ok and 4 is not enough.ties how to mix 2D and 3D effects … currently most of this are 3D volumetric effects.

Confetti on GDC 2014

Wolfgang will be giving a presentation at the Sony booth at 5pm on Wednesday on “Optimizing Compute Shaders for AMD GPUs”. This presentation is based on the work we did last year for a bunch of AAA games. This even will be broadcast live on Twitch.

http://us.playstation.com/develop/gdc-2014/

Theater presentation will be on this website on Friday …

We also will be at the Intel booth on Wednesday morning to show off the first game that has Volumetric Explosions (Blackfoot Blade :-)).

Confetti’s 2013 – A Retrospective

In the nearly five years of Confetti’s existence, this was by far the most exciting, most successful and most colorful year. This year we got the chance to work with many AAA teams and help them fulfill their vision of a great game.
At the beginning of the year we worked for AMD with Crystal Dynamics on Lara Croft’s hair in Tomb Raider. Later on we worked with the team at Industrial Toys on Midnight Star, then for AMD on the Ruby demo, doing optimizations and hair rendering. We did some special effects work for Avalanche NY by providing them with top-notch implementations of Screen-Space Reflections and Screen-Space Skin. For Intel we ported DOOM III BFG to OpenGL ES 3.0 and Ubuntu 13.10 to prepare it for Steambox usage. For Cloud Imperium / Star Citizen we worked on building a tool that can generate Nebulas. We invented a new volumetric looking particle effect for that. We added an explosion effect that is three dimensional, generating procedural geometry. Later in the year, we were working on CPU and GPU optimizations for Battlefield 4 for AMD. We were quite proud of the games benchmarks on AMD platforms. We also did consulting work for Bigpoint, Qualcomm, Insomniac and Horizon HPC.

Our middleware packages evolved quite a bit this year. We have now three different versions of Aura; our real-time global illumination system. One for open-world games, one for indoor environments and one for movie rendering. Aura is still the only real-time solution that doesn’t require pre-processed data and works on characters and with an unlimited number of lights. PixelPuzzle -our Post-Processing Pipeline- was the first postfx pipeline that runs completely in a non RGB color space. The Depth of Field effect, world-class in performance and aesthetic, stands unrivaled in the industry.

The quality of our skydome system’s cloud lighting was improved and at the same time the algorithm to generate atmospheric scattering was made more generic, so that there is a wider range of different looking skies that can be mimicked.
We have now optimized packages for PC, XBOX One and PS4.