Conan Exiles walks through the process of adding texture-rendering middleware late in development

    
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And this is why that's not a blobby mess!

The developers of Conan Exiles had a problem. The game was full of high-resolution textures to paint across the world, thus ensuring that rocks looked like rocks, trees looked like trees, and skin looked like slightly softer rocks. But the amount of required textures were also causing issues with video cards with only 2 GB of VRAM, and even 4 GB of VRAM could result in problems. So how could the team avoid turning the game into a blobby mess? That’s exactly what the latest development post is all about.

If you were hoping to read about some major new gameplay system coming to the game, we’re sorry to disappoint you, but this post does not end with the revelation that players can kill and harvest textures. But it is an interesting peek behind the scenes at a development element we rarely consider that has a large impact on the game as a whole. Check out the whole thing to learn how the game handles textures, and then hug a textured and non-blobby tree in the game. Then chop it down for lumber.

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ceder
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ceder

http://steamcharts.com/app/440900

Month___________Avg.Players__Gain_____%Gain_____Peak Players

Last 30 Days:—– 4,085.6___ -2,894.6___ -41.47%______ 7,645
March 2017:—— 6,980.2___ -14,886.2___ -68.08%_____ 15,967
February 2017:— 21,866.4__ +21,349.0__ +4126.35%___ 53,402

All the graphics discussions in the world won’t help change that.

semugh
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semugh

Sounds overcomplicated. Probably one of the reason they can’t port it to other OSes like mac or linux. Next time stick to vulkan or opengl.

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Schmidt.Capela

Actually, Granite — the middleware they are using for that — supports multiple graphic APIs and OSes, including Mac and Linux, as well as current gen consoles (excluding the Switch).

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Rottenrotny

I thought the graphics were decent in Conan Exiles and it ran 999x better than Ark on my PC.

That being said, Funcom really missed the boat on this game.
To have a big hit on their hands all they had to do was create the game we see here BUT make the game world about 10x as big, add towns, dungeons, NPCs, quests and some other PVE stuff that’s hard enough to tackle that players need to group up.

Instead they went with the shallow survival PVP sandbox, because let’s face it, that’s a lot easier to do and costs a lot less.

Funcom makes cool games that ALWAYS fall short of the mark. Sad.

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styopa

Gee, why didn’t they just use id Tech 5’s “megatextures”?

Anyone have any issues with rendering TWENTY-GIG texture files? How’s that working out for id?

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Dystopiq

I don’t think they use megatextures anymore. DOOM is one of the most optimized games I’ve ever played. Especially on Vulkan

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Totakeke
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Dug From The Earth

Ugh, i hope you are being sarcastic.

There are visual downsides to using id tech megatextures.

The most obvious being the horrible draw-in textures any time you decide to turn quickly and look to your side or behind you.

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johnwillo

>this post does not end with the revelation that players can kill and harvest textures

Alas for my mighty warrior, Shader Pixelbane.

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Melissa McDonald

Just don’t take away the high-res settings for those with newer graphics cards :)