This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
Attention Recruits,
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Operatives around the world collected the intel needed to provide you with this progress report. As a result, we now have key information on the methodology behind cinematics, approved unique UI designs, and how to make a perfect head of hair.
The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
AI
Ship AI completed the first iteration of the full 3D navigation system for NPC ships. The system is currently with QA for testing before it’s integrated into Alpha 3.9. This is an important step as it offers new opportunities to implement more diverse missions not limited to open-space environments. Thanks to dynamic collision avoidance, they were able to remove the current speed limits on all AI ships. Instead of a capped standard combat mode (SCM) speed, NPCs can now set their own according to the desired relative goal velocity.
Social AI continued polishing vendor behavior, readying it for use in the bar setups and shops. Last month’s focus was preparing and delivering drinks and cocktails – a multi-disciplinary effort that will define the pipeline for all future social environments work in the PU. When finished, the team will be able to generate content and create templates for multiple layouts much quicker. Currently, the vendor can pick up and deliver anything that already exists in the world, such as a bottle of beer, and prepare many things that don’t, such as a cocktail. They’re also working on other social behaviors, such as fitness and janitor activities. Both leverage the in-development ‘path scripting’ functionality. The purpose of this is to use the environment to define the AI’s possible options, such as cleaning and patrolling, and can be used to simplify the scripting of story scenes. It works by allowing a designer to lay down paths in the environment, create branches for each vertex, and define which subsumption logic can be executed and which conditions should be met.
Art (Characters)
Cinematics
– The Cinematics Team
February saw Cinematics push one of the most challenging sequences through its second pass, locking down the timing before starting VFX and destruction simulation. The upgraded TrackView sequencer tool was completed, finally enabling the team to edit these long, epic sequences in real-time. They added several sub-sequence abilities and a camera priority logic based on the sequence sitting on top. These sequences behave like video clips, making it possible to edit complex setups in real-time, shifting each sub-sequence around on the master timeline. For example, the team can have individual capital ships and exterior fleets on separate sequences and combine them all in a master, with the ability to quickly assert where they want the camera cuts to happen. Another challenge is to get the streaming system working when cutting back and forth between several distant locations. Most game-streaming tech is built with the assumption shots aren’t constantly cutting back and forth between different locales, so getting this polished is the upcoming focus for the team’s workflow.
Engineering
Optimization-wise, they disabled physics on skin attachments and made OC and SDF-size improvements and allocation optimizations for interior volumes. They enabled foliage to support 64-bit precision status updates and zones, made render proxy for ropes work with the zone system, continued work on death reaction animations, and provided support for actor/ragdoll body dragging.
Work was done to the zone system, while a culling update thread to parallelize updates of spatial culling structures was introduced. The team optimized streaming by skipping many unnecessary atomic operations on smart pointer copies and reduced the parallelization of occlusion culling. They also made improvements to the concurrent access check (support checking RW-lock semantics) and WAF improvements.
In support of the Gen12 renderer and Vulkan, they generalized texture views, refactored the texture creation process and remaining D3D texture view code, added MSAA support, removed old direct VB/IB memory access code, added ViewInfo for access to common view/camera related parameters, and looked into moving shader parsing into the resource container. The first improvement pass for hair AO was made, which is now coupled with color, and dye shift softness was introduced. Ocean shader improvements were made too by porting ocean rendering to deferred and further working on cube map reflections.
The raymarcher was simplified by removing the explicit evaluations of segments to significantly compact generated code and reduce register usage. Non-linear stepping for raymarching was also implemented to improve quality at a reduced number of samples. Planet terrain was iterated on to support the rendering of large ground-based objects on the height and shadow maps. A persona live mo-cap plugin for the editor was created too. Finally, animation code was amended to ensure ragdolls work with ground alignment and the CHR chunk loader was simplified to initialize physics (which is still ongoing).
Specifically for SQ42, the team completed their work on the interrupt, rejoin, and abandon functionality for story scenes. They’re currently fixing various edge cases and visual problems, such as animation glitches, and adding a new system to give the designers better control over when and how events are triggered. Engineering also supported the cinematic designers with their required TrackView requirements, making sure everything works in the intended manner.
Gameplay Story
Graphics
Level Design
Narrative
QA
Tech Animation
Several new weapons reached Tech Animation, while the Social AI Team was supported with new usables for sitting, standing, exercise spots, and the bartender. They also worked with Props to solve problems with their rigger tool and fixed bugs for Design, Animation, and Art.
Tech Art
User Interface (UI)
VFX
In Frankfurt, the team worked with the programmers to lockdown the final list of features required for SQ42. This included fixing long-standing bugs on the GPU system, including inconsistencies with parent/child spawning, to give a much deeper hierarchy and more complex effects. This was tested with firework VFX that pushed the system to its limits and helped uncover previously unknown bugs.
