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Maximizing the User Experience

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Speaker Introduction Christopher Pfeiffer Balanced Worlds, CEO 14 years in the games industry University of Michigan, BSE in Computer Engineering LOD Basics LOD ... – PowerPoint PPT presentation

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Title: Maximizing the User Experience


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Maximizing the User Experience A comprehensive
suite of level-of-detail (LOD) techniques for
modern high-end F2P games ?????????????(LOD)????
???????F2P???
3
Speaker Introduction
  • Christopher Pfeiffer
  • Balanced Worlds, CEO
  • 14 years in the games industry
  • University of Michigan, BSE in Computer
    Engineering

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  • ????(??)????????,?????
  • ???????????
  • ?????,???????

4
Games Created????




5
Balanced Worlds????????
6
LOD BasicsLOD????
7
What is LOD?
  • Level of Detail
  • The goal is to make highly interactive
    experiences while using less resources
  • The reduction in complexity comes from graphical
    reductions, algorithmic simplifications, and
    heuristic process culling

??LOD?
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8
Why is LOD important?
  • One reason Quality
  • The same game will provide completely different
    player experiences depending on whether its
    running at 15, 30, or 60 FPS
  • Greater complexity results in more immersion
  • As a game developer, you will never be able to do
    everything that you want to do

LOD?????
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  • ?????,???15,30?60??????,??????????????
  • ??????????????
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9
Performance
  • All team members must care about the frame rate
  • Games are entertainment its ok to deceive the
    player

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10
Accountability
  • Accountability is critical
  • Good performance does not happen naturally
  • Everyone must know who is reasonable for making
    sure that the frame rate is good

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11
Budgets
  • Performance Budgets MUST be maintained
  • If you dont know how much time a system is
    taking during a frame, you dont know if it is
    complete
  • Need in-game profiling tools
  • Provide testers with tools
  • Target your games trouble spots

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12
2 Common Issues
  • Pops!
  • Flip- Flop

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13
Pops!
  • Why avoid pops?
  • They distract players from the game experience
  • Types of pops
  • Graphical
  • Simulation

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14
Flip-Flop
  • Rapid switching between states causes many
    problems
  • 2 Methods to resolve it
  • Use separate test criteria for entering and
    exiting a state
  • Smooth out the metric across frames

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15
LOD Control MechanismsLOD????
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LOD Selection
  • How does the game decide which LOD to use?
  • Static methods
  • Algorithm selection and fixed parameter values
  • Adaptive methods
  • Reactive and predictive

LOD??
  • ???????????LOD???
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17
Perception Based LOD
  • Trigger LOD changes based on the objects state on
    screen
  • Distance squared
  • 2d relative speed on screen
  • 2d distance from players focal point (the
    reticule)
  • 3d depth order
  • Drawn or not drawn

?????LOD
  • ???????????LOD??
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18
Performance Based LOD
  • Metrics
  • Simple metrics
  • More complex
  • The point is that there lot of options available

?????LOD
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19
User Selected LOD
  • Game players want control
  • Users often have divergent desires
  • Still need to group options to make them
    intuitive

???????LOD
  • ??????????
  • ?????????????
  • ??????????????

20
Specific LOD Types
  • Graphical LOD
  • Skeletal LOD
  • Simulation LOD
  • AI LOD

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Graphical LOD??LOD
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Resolution
  • Resolution can be thought of a static LOD
  • Pixel fill rate
  • LODing one feature sometimes affects other
    features LOD requirements

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  • ?????????????LOD
  • ??????
  • ???????LOD??????????LOD??

23
Shaders
  • Shaders
  • Pixel pop
  • Shader swap often done at model swap time
  • Depending on your requirements, there are a
    myriad of possible LOD options

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24
Model Swapping
  • Method
  • Assign each LOD of a model a distance range
  • Calculate distance from the camera and select the
    LOD
  • Improvements
  • LOD distances per mesh
  • Cross-fade technique

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25
Model Swapping
  • Production
  • Artists need to make all of the LOD models for
    each asset
  • Artists must adjust both shader and model LODs
    together in-game

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  • ????
  • ?????????????LOD?????
  • ???????????????????LOD

26
Precomputed Lighting
  • 3 Stage Example
  • Highest detail-level stores global illumination
    information
  • Medium detail-level just stores a color per texel
  • Low detail-level is vertex lit faces without a
    texture

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27
Precomputed Lighting
  • To enable blending actually requires 5 shaders!
  • Blend between high and medium
  • Blend between medium and low

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  • ??????????

28
View-dependant Dynamic Mesh LOD
  • Can be used for continuous terrains and other
    models
  • Implementing this type of technology represents a
    serious development risk and commitment
  • Morphing looks better than switching LOD levels
    instantly
  • Obscure it

?????????LOD
  • ???????????????
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29
Visual Effects LOD
  • Visual effects rely on particles and alpha
    blending
  • Effects have an interesting cost function
  • Which LOD method is best to use depends heavily
    on the type of special effect
  • Very time consuming to get it right

????LOD
  • ???????????alpha???
  • ???????????
  • ??LOD?????????????????????
  • ????????????????

30
Skeletal LOD??LOD
31
Skeletal LOD
  • 3 types of bones
  • Bones that are manipulated or queried in the AI
  • Bones that animate a collision model
  • Bones that skin the rendered geometry

??LOD
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32
Skeletal LOD
  • Sample Update Loop
  • Determine the desired movement for all objects
  • Compute the actual movements based on collision
  • Animate based on actual movement results
  • Update physics objects within the scene
  • Do post-physics update on each object

??LOD
  • ??????
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33
Skeletal LOD
  • Production
  • Effects model construction
  • Limits model fidelity
  • Requires testing to verify utilization

??LOD
  • ????
  • ???????
  • ???????
  • ?????????

34
Simulation LOD????LOD
35
Physics
  • Often physics isnt necessary
  • Most physics in games is used for graphical
    flourish
  • Simulation fidelity needs to vary by distance,
    view, and the complexity of the scene
  • Carefully determine what actually matters

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36
Artificial Intelligence LOD????LOD
37
AI LOD
  • AI has many features which can individually LOD
  • Decision making
  • Movement Simulation

????LOD
  • ??????????????LOD
  • ????
  • ???????

38
Reasonable Practices?????
39
LOD What Actually Matters
  • Worst case scenarios
  • LOD techniques cant account for all situations
  • Focus on your worst case scenarios and make them
    perform well

LOD????
  • ????
  • LOD??????????
  • ??????????????????

40
Real-time Visualization
  • In-game real-time visualization is a must
  • Rapid iteration is needed to achieve the best
    results
  • Tweaking is time consuming
  • Artists must be empowered to independently
    improve the frame rate

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41
Double Check Assumptions
  • Problems are not always what they seem
  • Double-check architectural decisions
  • Make sure to properly identify the performance
    issue

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  • ?????????????
  • ???????????

42
References Useful Links???????
43
References Useful Links???????
  • LOD Book
  • http//lodbook.com/
  • Great collection of papers
  • http//debian.fmi.uni-sofia.bg/sergei/cgsr/all.ht
    m
  • Insomniac Games
  • http//www.insomniacgames.com/tech/techpage.php
  • Gamasutra
  • http//www.gamasutra.com
  • Wikipedia
  • http//en.wikipedia.org/wiki/Level_of_detail
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