Author Topic: Dev Log #12: Graphical Improvements  (Read 46172 times)

Styg

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Dev Log #12: Graphical Improvements
« on: September 14, 2025, 08:29:25 pm »
See nicely formatter HTML version on the website.

Hi guys,

In the last several months, I implemented a number of significant features into the rendering engine. I'll try to keep it light with technical details as I go through the features/changes.

1. Shadow Maps / Dynamic shadows.

If you look at the old Infusion screenshots or watch the gameplay video, you'll notice that the shadows are only projected onto the floor and that they are always square. This is because I used a makeshift 2D ray tracing technique to give an illusion of real shadows when rendering the floor. So the floor was the only type of asset that had some sort of per-pixel shadowing, while other entities, such as walls, creatures and regular objects were either fully lit or unlit by a given light source (though normals were still taken into account) and this was determined through low resolution voxel ray tracing (similar to how player's vision works).

Naturally, this combination was inconsistent, inaccurate, and not very good looking. So instead, I switched to doing the good old tried-and-true shadow maps. I won't go into implementation details here as there's nothing new and interesting, the shadow mapping technique is well known and documented, so you can look it up yourself if you're interested.

One thing I will mention, though, is that this technique is meant for 3D games and our environment assets are mostly 2D pre-renders so they don't preserve the geometry required in order to project shadow maps. So, in order to make this work, we had to generate low-poly mesh for each pre-render asset that could be used for this purpose (and possible other purposes later). This meant that Mac and co. had to go through the old assets and generate these meshes. While all the new assets are now produced with these meshes included, the process is still ongoing for the old assets. For this reason, I cannot show you a direct comparison for how the old screenshots would look now, but you can see the effect of this technique on the new areas.


 
I think the impact is significant.

While this is one of more economic ways to deal with shadows, it can still be quite GPU expensive as is the case with any type of light simulation. A lot of 3D games, especially older ones, baked shadow maps into textures for static lights and objects in order to reduce costs. We do not have an equivalent in our 2.5D engine. This might cause some performance problems later on older machines, but for now I think just providing options for shadow map resolution and smoothing should be enough.

2. Liquids

We can now place bodies of various liquids into our areas. The surface is simulated through blending two moving normal maps along with screen space reflections (SSR). Later, I'm planning to implement dynamic ripples caused by objects fall in/jumping out or creatures moving through them. Another feature that would be nice to implement at some point is volumetric lights in liquids.



Liquids also affect gameplay as they can slow-down characters depending on the liquid's density, potentially deal damage (acid and the like), and even drown characters if they fail to keep their heads above the surface level. This opens a lot of level design opportunities where player will have to lower/raise liquid levels in order to accomplish some task or just mess with the enemies.

Some enemies, however, are completely unaffected by normal liquids, such as the slimes from the gameplay video. So, while you can easily outrun this damage resistant aberrant lifeform on dry land, this is not the case if you're waist deep in wastewater.

Furthermore, in the future we're going to have enemies that inhabit and move exclusively though liquids.

3. Specular lighting and SSR

Unlike with the 3D character and creatrure models, which are rendered using PBR (physically based rendering) technique, the environment is rendered using the more traditional diffuse texture base which has some lighting and shadowing baked in. This gives the game certain amount of traditional lean towards the old-school prerendered RPG classics.

One of the problems, however, is its limited interaction with the dynamic lighting system which made it hard for the viewer to distinguish between glossy and matt surfaces. The metal surfaces, which are common in Underrail, were particularly affected. It was hard to distinguish them from plastic surfaces. To fix this problem, we incorporated roughness texture in our rendering pipeline, which is used to calculate specular lighting component. Also, roughness is used when tracing screen space reflections for opaque objects - which allows the viewer to see reflections of environment and characters on high-polished metal surfaces.


 
Later on, I would like to implement SSR for glass surfaces as well, but due to the fact that these are forward-rendered, there are important performance issues to consider here.

* * * * * * *

That's all for now, but don't worry, we've been working on more than just graphical improvements and I'll show that stuff in a future dev log. In the meantime, follow me on X, where I post smaller tidbits of development regularly.

Cheers!
« Last Edit: September 14, 2025, 09:15:22 pm by Styg »

McFighter07

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Re: Dev Log #12: Graphical Improvements
« Reply #1 on: September 15, 2025, 12:10:33 am »
Looks incredible! Major hype!!!

sinsire

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Re: Dev Log #12: Graphical Improvements
« Reply #2 on: September 15, 2025, 10:48:42 am »
Looks great! RIP low end systems.

McFighter07

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Re: Dev Log #12: Graphical Improvements
« Reply #3 on: September 15, 2025, 04:33:44 pm »
Looks great! RIP low end systems.

If one's system can't run a 2.5D game on minimum settings, it's safe to say that one needs an upgrade.

Arclight

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Re: Dev Log #12: Graphical Improvements
« Reply #4 on: September 15, 2025, 10:03:54 pm »
Spectacular! Can't wait!

deanisi

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Re: Dev Log #12: Graphical Improvements
« Reply #5 on: September 21, 2025, 10:20:42 am »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.

Styg

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Re: Dev Log #12: Graphical Improvements
« Reply #6 on: September 21, 2025, 12:34:21 pm »
Looks great! RIP low end systems.
We'll try to make it run on low-end hardware, but it will require that those costly graphical features be toned down/disabled in visual options - such as shadows, volumetric lighting, reflections, etc.

Styg

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Re: Dev Log #12: Graphical Improvements
« Reply #7 on: September 21, 2025, 12:41:40 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

deanisi

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Re: Dev Log #12: Graphical Improvements
« Reply #8 on: September 21, 2025, 03:08:10 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

I never questioned that it wouldn't run, underrail runs on potato PCs just fine so there would be zero problem with infusion running on mine, I was just concerned being unable to fully appreciate graphics of this game. I usually don't care about graphics in isometric/top view turn based games but infusion looks amazing, even better than BG3 (which barely ran on low settings).

Probably because of lighting and THICC atmosphere/entourage. Just looking at these screenshots/gifs makes me remember all the times when I had helped my dad disassemble washing machines in undeground garage where only source of light was a single lightbulb behind a lone pc fan.

I don't think that CPU will be an issue as well because maps aren't that big and I haven't heard about any complicated systems which will require serious CPU resources, maybe AI but I doubt it. And even if there will be any drops during big fights it's not a problem cause it's a turn based game. I've seen many examples when games have quite big maps and simulate enemy patrols and fights on the whole map even out of player's sight, I doubt that structure/mechanics of infusion will allow something like that.

I really love how everything looks so far and I never saw an isometric rpg look like this, closest game I remember is Wasteland 3 and even then it was quite blurry and not as good graphically. I've watched a gameplay teaser and it looked good back then but the work you guys had done with shadows made it look amazing, and without any rtx stuff like UE5 uses if I understood it correctly.

So yeah, sorry for rambling and thanks for clarifying and being such a cool dude, can't wait to finally play it with my own hands, in fact I'm so hyped about it that I fear that I can fall out of life for a few days playing it.
« Last Edit: September 21, 2025, 03:13:50 pm by deanisi »

Arclight

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Re: Dev Log #12: Graphical Improvements
« Reply #9 on: September 21, 2025, 09:32:28 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.
Any Idea when this will cascade down to the game, or, is it for the pending volume?