[HN Gopher] Northlight technology in Alan Wake 2 ___________________________________________________________________ Northlight technology in Alan Wake 2 Author : vblanco Score : 211 points Date : 2023-11-07 18:32 UTC (4 hours ago) (HTM) web link (www.remedygames.com) (TXT) w3m dump (www.remedygames.com) | simbolit wrote: | Love the tone of the article. | | Example: | | Our marketing folks would say the characters are more responsive | and lifelike than ever before; our internal dev notes described | it as "the characters won't bump or get stuck into objects in | tight spaces". | wilg wrote: | The perennial problem with marketing language seems to be that | everything needs to be reworded to "make sense" to someone who | doesn't know anything about the actual product that is being | marketed. | mpalmer wrote: | Not nearly as big a problem as the positive spin they feel | compelled put on everything. When everything sounds like a | win, nothing does. | aydio wrote: | "Winflation"? | Smoosh wrote: | Hype~r~inflation | kevingadd wrote: | Considering their size (a few hundred people for the whole studio | AFAIK), Remedy consistently punches above their weight when it | comes to graphics. Off the top of my head only Remedy and CD | Projekt Red are able to compete with the big dogs (Unreal, Unity, | EA Frostbite) when it comes to image fidelity and performance. | Their GDC/siggraph/etc presentations are fantastic for anyone | interested in computer graphics or technical art. | | Alan Wake 2 is easily one of the most beautiful (from a technical | perspective - IMO also from an artistic one but that's a 100% | subjective thing) games ever released and it still looks good | even when you turn all the settings down, which is a true | achievement. It's hard to make a game scale down to older | hardware while still looking good. | | Though as commentators like Digital Foundry have noted, the game | runs really badly if your GPU doesn't support Mesh Shaders (they | mention the use of those for culling in the article). Mesh | Shaders in this case enable a lot of really smart culling and | dynamic level of detail so that things like coffee cups or tires | can be perfectly round without having the 'every NPC has 10k-poly | teeth in their mouth' problem that's currently sabotaging Cities | Skylines 2's performance, and this is one of the big advantages | offered by Unreal 5's Nanite. | dharma1 wrote: | Some extremely good GPU devs in Finland, demoscene prob has a | lot to do with it. Remedy rocks. | | Isn't CD Projekt Red moving to UE5 for future titles? Shame, | Cyberpunk was gorgeous - would have loved a multiplayer game | with that engine. | capableweb wrote: | Funnily enough, both Colossal Order (Cities: Skylines 2 devs) | and Remedy are Finnish companies, yet only one suffers from | GPU performance issues. | dharma1 wrote: | One is a small company developing a city builder in Unity, | the other are ex demoscene GPU gods building a custom | state-of-the-art engine themselves. Nuff said! | spywaregorilla wrote: | > would have loved a multiplayer game with that engine. | | this strikes me as an extremely silly statement. Their engine | doesn't seem to have multiplayer. | dharma1 wrote: | REDengine doesn't do multiplayer at the moment, but it | could in the future if they kept developing it / more games | with it. I'm sure they'll make great games with Unreal too | xu_ituairo wrote: | Your reply would have been a lot nicer without the first | sentence | spywaregorilla wrote: | that's ok | rstat1 wrote: | Only for the next Witcher series. Cyberpunk 2 (w/e it ends up | being called) is still on their in house engine. | | (Don't ask me for a source, I don't remember where I saw that | info) | justinclift wrote: | > Cyberpunk 2 (w/e it ends up being called) is still on | their in house engine. | | How sure of that are you? | | There are several reports that the sequel to Cyberpunk 2077 | will be using UE5 as well. | | As in, CD Projekt Red have purposely switched all future | projects to UE5. | | * https://screenrant.com/cyberpunk-2077-phantom-liberty- | dlc-la... | | * https://kotaku.com/cyberpunk-2077-phantom-liberty- | expansion-... | rstat1 wrote: | Ok then they changed it. At one point it was still on the | in house engine. | justinclift wrote: | No worries. :) | simbolit wrote: | Remedy has 360 employees. | | CDPR has 1236 employees. | | DICE (makers of Frostbite) has 714 employees. | | Epic has 2200 employees (before the recent layoffs). | | all numbers from Wikipedia. | jguegant wrote: | Frostbite is its own sub-company within the E.A umbrella. | While Frostbite is used by the titles from DICE and we share | parts of our offices, the two companies are rrally distinct | for a couple of years now. | | Frostbite had roughly 300 employees when I joined 2 years | ago. | simbolit wrote: | Thanks for correcting me, I am just an idiot with a | Wikipedia addiction. | treprinum wrote: | Remedy are basically Future Crew famous for Unreal/Second | Reality (demo). Who else should push GPU to its limits than the | ones who defined/popularized modern computer graphics? | Centigonal wrote: | If you haven't seen Second Reality, it's definitely worth a | watch, even as a historical artifact. Pushing the limits of | what was possible in 1993. | | https://www.youtube.com/watch?v=rFv7mHTf0nA | Flow wrote: | Here's a 60fps video of the same demo. The demo-sceners | work really hard to make everything 60fps(1 vbl), so | watching it in any other frame-rate feels wrong. | | https://www.youtube.com/watch?v=iw17c70uJes | phs2501 wrote: | Nitpicky: for a lot of parts that would have actually | been 70Hz (from the 320x200 VGA mode 13h), and having run | the demo back in 1993 it definitely was not as smooth as | in the video above on my 486/66MHz (and the Pentium had | only been out for a few months at the time). | katbyte wrote: | Shame I won't be able to play it as it's only on the epic game | store, which I refuse to use | kevingadd wrote: | The console versions are quite good | squidsoup wrote: | I usually can't stand playing anything at 30fps, but the | combat and pacing are deliberately slow in Alan Wake II, | and I've been surprised how little it has bothered me | (quality mode on PS5). | eddythompson80 wrote: | why? | p1necone wrote: | Not OP, but after getting used to Steam and GOG I don't | really want to use anything that doesn't have text reviews. | eddythompson80 wrote: | That's fair, as it's your preference. It's my preference | too to use steam just because it's where I have the most | games and I like keeping things tidy and in 1 place. | Though it's not an ideological stance, which "refuse" | leads me to believe. I'm genuinely curious about the | reason an adult would take that position. Last time I | asked (a couple of years ago) on Reddit I didn't get, | ummm, mature responses. | | If there is a game I'm interested in, I'd use whatever is | cheaper/available for it. | shinymark wrote: | I agree with you. I want to play Alan Wake 2 on PC and | since it is only sold on the Epic Store I will buy it | there. | | If it was on Steam I would have likely bought it on | Steam. But it's not. So in my case at least, this | exclusive is effectively driving me to buy on the Epic | Store. | | I find it sort of funny that many (not all) complaints | about the Epic Store are the same things gamers | complained about when Steam was released 20 years ago. | 0cf8612b2e1e wrote: | I think it is only fair to compare the Epic vs modern | Steam. That Steam had the same issues 20 years ago, is | kind of irrelevant if expectations have risen. | rstat1 wrote: | My reason for refusing to give the Epic store money is | pretty simple: Paid exclusives are bullshit. Especially | when they're used as fodder to promote "competition", | when such things are anything but. | eddythompson80 wrote: | That's fair. I view it as just business. It certainly | doesn't affect me or any consumer. It only affects Valve, | which I don't care about. Maybe valve should pay | developers more. Epic takes far less than steam does from | developers, so I definitely understand the appeal to | developers. | rstat1 wrote: | It does effect you. Its a reduction of choice that | benefits no one. | | And since there's a vastly bigger audience on Steam vs | the Epic Store, I don't really think that split matters | as much as people would have you believe. | doikor wrote: | This usually applies but for Alan Wake 2 Epic is the | publisher. So your argument is like getting angry at | Valve for not releasing their games (dota, cs, half life, | etc) on Epic store or GOG. | rstat1 wrote: | Well I wasn't specifically thinking about Epic the | publisher there, because yes I agree that is dumb and I | didn't actually know that Epic was the publisher here. I | thought it was just another dumb exclusivity thing. | boppo1 wrote: | >Alan Wake 2 is easily one of the most beautiful (from a | technical perspective - IMO also from an artistic one but | that's a 100% subjective thing) games ever released | | I just don't see it. Looks like RE2make to me. And as far as | art direction Dishonored 2/DOTO are dramatically better looking | wilg wrote: | I see it! | stuckinhell wrote: | Capcom's engine is extremely impressive especially the fact | it can handle extremely beautiful triple AAA games then they | can also go around and port old nintendo DS games as well. | capableweb wrote: | > without having the 'every NPC has 10k-poly teeth in their | mouth' problem that's currently sabotaging Cities Skylines 2's | performance | | Sad to see an otherwise good comment end with a misconception. | The problems with the performance is much grander than just | "teeth rendered but not visible" (https://blog.paavo.me/cities- | skylines-2-performance/), although I guess it's a illustrative | point. Missing LODs and lack of culling are the grander issues. | lloeki wrote: | > Missing LODs and lack of culling | | That is the exact start of the sentence of which you quoted | the end of: | | > Mesh Shaders in this case enable a lot of really smart | culling and dynamic level of detail | Sharlin wrote: | "Teeth rendered but not visible" is just saying "missing lods | and lack of culling" in a rhetorically more effective way. I | don't think anybody thinks it's the teeth _specifically_ | causing the perf issues, they 're merely a concrete example. | Cu3PO42 wrote: | Insomniac Games (Spider-Man (2), Ratchet&Clank: Rift Apart) and | Guerilla Games (Horizon Forbidden West) also both have amazing | looking engines. | imbnwa wrote: | Also Naughty Dog | Centigonal wrote: | Remedy was started by Demoscene hackers, including a bunch of | Future Crew folks. | | You can draw a pretty clean line from the incredible _Second | Reality_ demo[1] in 1993 to _Alan Wake 2_ thirty years later. | | [1] https://www.youtube.com/watch?v=iw17c70uJes | pixelpoet wrote: | Not to mention crucial middleware like Umbra visibility, the | development of Nvidia's RTX, an AI revolution or two, ... | | As I've commented before on HN, honestly I could write a | small book about these Finnish demoscene gods. | pjbeam wrote: | If you do please advertise it on HN. I'll buy a copy. | Sharlin wrote: | You don't exactly need Mesh Shaders or any other state-of-the- | art techniques to cull 99% of C:S2's polys. Just some simple | stuff that games have done since the 90s. | holoduke wrote: | Its refreshing to see something different than another unreal | engine based game. It must be extremely challenging to have your | own inhouse engine. The engine is one thing. The tooling to build | levels, animations etc is maybe even harder. I guess it also | gives some advantages. More control over low level architecture | gives you more opportunities to optimize. Harder with a all | purpose engine like Unreal. Cant wait to play this game. | dundarious wrote: | The continued legacy of demoscene. | squidsoup wrote: | Technical achievements aside, this game is delightful, | particularly if you're a fan of Twin Peaks or scandi noir. Highly | recommended if you have a penchant for the weird or macabre. A | milestone in interactive storytelling. | add-sub-mul-div wrote: | Is this reasonably okay for someone who hasn't played Control | or AW1, if they're not strict about needing to know all the | backstory? | wilg wrote: | Yeah I played it without playing either. I did watch an AW1 | recap halfway through. But its basically all so crazy its fun | not knowing stuff too. | lfkdev wrote: | Alan Wake has nothing todo with Control. AW1 is not important | to know, but you'll miss some details. | wilg wrote: | > Alan Wake has nothing todo with Control. | | Interesting theory. | anaisbetts wrote: | ...did we play the same game? | rickstanley wrote: | It has though. There are hints "everywhere" (not to be | specific, otherwise I'll spoil it) in the game, but it's | not vital to play AW2, I would add what you said about AW1, | "you'll miss some details." | | AW2 is a step forward to the shared universe of Remedy. | SketchySeaBeast wrote: | Control had a whole DLC devoted to the link (haven't played | AW2 yet). | | https://control.fandom.com/wiki/AWE_(expansion) | squidsoup wrote: | The Alan Wake and Tom Zane characters are mentioned in | Control a number of times, and the FBC make several | appearances in Alan Wake II. | anaisbetts wrote: | Start here: https://www.youtube.com/watch?v=309aaFblCJI, then | watch the next few videos in the series until the end of | Control (Control Pt. 1 => Alan Wake Pt. 1+2 => Control Pt. 2) | and you will be completely thoroughly caught up | Night_Thastus wrote: | I think it deserves a lot of praise, but also some criticism: | | * While it may keep their creative vision "pure", the lack of | lower graphical settings makes it run pretty terribly on an RTX | 3080, which is very frustrating. You can brute-force this | problem away with DLSS, but I like native resolution and I'm | sick of DLSS being used as a crutch. | | * The difficulty is all over the place. "Story" mode is likely | too easy, while "Normal" varies between being reasonable and | damn near impossible. A weaker enemy can take 2 bullets in | Story, and 10 in normal. That's frustrating when ammo is so | tight early on. In general, the game lacks a good "progression" | of difficulty. It's a roller-coaster instead of a curve. | | * To add on to the difficulty, the mechanics do not feel as | consistent in AW2 as AW1. Why do some enemy types have a shield | you need to burn away, while others don't? (Despite looking | similar) For others, it's unclear which ones will vanish with a | little light and which ones require an intense light - and what | exactly gets them to disappear. Why can't the flashlight have a | bit more grace when a target leaves the crosshair for 0.1 | seconds? Why do so many enemies have extendo-reach and | teleporting? Why isn't dodging timing better telegraphed? Etc. | | * The story, at least so far, hasn't hit the same highs for me. | It feels a little like we're doing the same thing over again, | and it doesn't hit as hard the second time after the reveals | and twists from AW1 are already used up. | zaptrem wrote: | I've found DLSS Quality mode actually looks better than no | DLSS at all in most games. | MaxikCZ wrote: | That's because DLSS2 actually also antialiases the game | fairly well and cheap, compared to other methods commonly | used. | wilg wrote: | Doesn't make much sense to me to be OK with lower graphical | settings but not DLSS. Just use DLSS. | Night_Thastus wrote: | I don't like the kind of artifacts or presentation that | DLSS creates. It's a different kind of image than one with | native, but say - lower foliage density or a lower- | resolution mesh, etc. | Geee wrote: | Just use DLSS. It looks great and the graphics settings are | designed around it. I'm not sure if the earlier DLSS versions | were crappy, but this latest one doesn't seem to have any | weird artifacts. | | I much prefer setting DLSS on performance and playing with | medium settings and raytracing on a 3090. The game looks way | better that way. | kevingadd wrote: | I'm on a 3080 and it ran fine for me. Did you turn off ray- | traced direct/indirect lighting? Those really require a 40 | series, even at low quality levels. Is your native resolution | 4K? At 4K I needed to turn on DLSS, but I was also able to | set most of the quality knobs (other than RT) to medium or | high, not low. I wonder if maybe you're running into some | sort of driver problem. | Night_Thastus wrote: | I turned everything to the lowest available setting, except | textures, which I kept on high. I checked and that setting | doesn't seem to make any difference on my card. | | Native resolution is 1440p. | | Most of the time it hovers around 60-ish, but it dips into | the 40's occasionally and is overall inconsistent. To me, | at 1440p, that's not acceptable. | | Drivers are the latest Nvidia offers, but I didn't scrape | the old ones out with DDU - hopefully that's not necessary. | imiric wrote: | I'm a few hours in, and it's enjoyable, but I'm not blown away | by the gameplay as much as the graphics and sound design. It's | a fairly linear affair with a lot of backtracking, and I find | the Mind Place system tedious. It's a glorified menu system | that blocks off progression until you've pinned some notes to | predetermined places on the board, or watched some cutscenes | where the character miraculously figures out what to do next. | It's not engaging in any way, and just takes me out of the core | game loop. | | But I love the numerous references to Control and Max Payne, | and how they've integrated it into the same universe. I can't | wait for the Max Payne remakes, and hopefully the next | installment in the series. I just wish it could be done without | association with Rockstar. They ruined the experience of MP3, | which was a solid game, but Rockstar's Social Club launcher is | a garbage piece of software. | squidsoup wrote: | > watched some cutscenes where the character miraculously | figures out what to do next | | Some of your criticisms are fair I think, but this is | actually deliberate and explained as the story continues. | Saga is clearly doing more than "profiling". | SirMaster wrote: | In the first example it's still really jarring how much their | feet slide around on the ground, or sliding in place as they walk | into an object without moving. I wonder when this will ever be | solved. | | Don't get me wrong, the engine is incredible and the visuals and | systems are some of the best we have seen. | Tade0 wrote: | I've seen a demonstration of a solution on the YouTube channel | Two Minute Papers - it was actually about an algorithm that | blended animations so that the transitions looked natural. | jay_kyburz wrote: | I wonder how long it will be before we stop using animation | and switch to an actual bipedal physics simulation where the | agent actually knows how to walk and jump and run. | Keyframe wrote: | We were there over a decade ago with Euphoria, but I think | they've stopped selling/developing it? GTA 4 used it. | https://www.youtube.com/watch?v=HauN98naZ9U | ReactiveJelly wrote: | I'm surprised it's still a problem. Years ago a basketball game | franchise bragged that the PS3 allowed them to do foot planting | with inverse kinematics. Years before that, Shadow of the | Colossus shipped on PS2... with IK foot planting. | ux-app wrote: | It's always a tradeoff between responsive movement and | realistic movement. RDR2 has very realistic animations, with | the tradeoff being slightly "floaty" controls. | | Personally I prefer snappy movement i.e. when I press left the | screen character moves left immediately. A more realistic | looking animation system introduces a delay while you wait for | the feet animation to "catch up" to player input. | jordanthoms wrote: | I guess the problem there is pretty fundamental - in reality | you'd be tensing muscles and shifting your weight etc before | the snappy movement, but the game only knows that you want to | move when you move the stick or push a button - so it either | has to show that realistic motion after your button press and | introduce latency, or sacrifice the realism in the | animations. | throwaway879423 wrote: | Am I the only who have no interest in graphics fidelity, but | would like to see more physics engines created to play with? Like | a fully destructible world would be fun. | cubefox wrote: | There was actually a regress in this respect. Some ten years | ago there was a "destructible physics" boom in many big games, | but nowadays most games abandoned it. There seems to be a | trade-off between graphical fidelity and the opportunity for | physics-based manipulation of the environment. | Geee wrote: | Remedy's previous game, Control, had probably one of the most | impressive destructive environments. | | https://www.youtube.com/watch?v=12NORuGfcLc | cubefox wrote: | The game seems to use relatively simple flat geometry, like | concrete walls and large glass windows. I would be | surprised if they kept the destruction physics with the | intricate geometry of Alan Wake 2. | roboror wrote: | You should check out Teardown, very impressive physics engine | made mostly by a single developer. | nathants wrote: | try fortnite solos on performance mode with a 240+ hz monitor. | smolder wrote: | The game "The Finals" has an impressively destructible world, | and good quality graphics to boot. It just completed an open | beta period, but will return soon for a full release. | spywaregorilla wrote: | the team behind some of the best content on the unreal | marketplace did work on this game iirc. | | https://mawiunited.com/ | | Wonderful content. I hope we see more shops like this building | content for ue5 | rickstanley wrote: | I would love to know how they feel today about using D in their | ecosystem, that is, if they still are, and see what challenges | they have faced during AW2 development. | | For reference: | | - Using an Emerging Language in Quantum Break (https://ubm- | twvideo01.s3.amazonaws.com/o1/vault/gdceurope201... ); | | - DConf 2016: Quantum Break: AAA Gaming With Some D Code -- Ethan | Watson (https://www.youtube.com/watch?v=7YjLW7anNfc). | spookie wrote: | Same, would love to know more about it! | dom96 wrote: | Same. My guess is that they no longer use D, seeing as the | person doing those talks no longer works there and other big | places like Facebook have ceased using it. But I'd love to be | proven wrong! | ferbivore wrote: | I don't think it was ever officially confirmed, but word is | they excised all the D from their codebase after Quantum Break. | They're certainly not looking for D programmers now. | | Possible starting point if you want to dig for sources: | https://forum.dlang.org/post/lymybpygzfalbdgoaizr@forum.dlan... | debugnik wrote: | Yet another team that switches to Luau for scripting; they even | made their own VS Code extension. | | I gave Luau a try recently but the syntax for external type | declarations is undocumented and unstable, which made it awkward | to test properly, and the available VS Code extensions default to | a Roblox environment until you mess with their settings. | | So mixed feelings for now, I guess this is why they built their | own tooling for it. | hipadev23 wrote: | > but the syntax for external type declarations is undocumented | | https://luau-lang.org/typecheck | | https://luau-lang.org/grammar | debugnik wrote: | That's not it, I mean the "declare" statements that aren't | even listed in the grammar, but are needed to give the type | checker information about C API exports; I had to discover | them by digging through source code. The analyzer even | hardcodes a bunch of them. | | luau-lsp for example ships this globalTypes.d.lua file[1] for | Roblox development and lets you configure your own. | | [1]: https://github.com/JohnnyMorganz/luau- | lsp/blob/4b7872349d9b8... | d--b wrote: | The rendering is really impressive. Character animation is not | great. It's really an area where video games need to improve. | Hopefully AI will help... | Archelaos wrote: | Somehow the movement of the characters feels still quite uncanny | to me. In the video about the "voxel-based character controller" | the walking looks more like gliding. And in the first few second | in "NPC locomotion" the walking just does not seem right. I think | it is the fact that each step looks exactly the same and everyone | uses the same step size. So the character are awkwardly tightly | coordinated. One can see more variety later in the video, when | the characters change individually between walking and running. | That looks much more realistic. -- I wonder what makes it so | difficult to generally achieve more variety in the movement | details. | ljm wrote: | A lot of it becomes un-noticeable when you're in the middle of | the action. You're too busy looking at other things. | | Although to support your point, pretty much every friendly NPC | is stationary. Once the hostile zone in on you you're not | looking at how they walk - they're shrouded in mist anyway. | | IMO control was a tech demo for all of this and it also | supports why the enemy count is much lower and framed as a | horror story. | antiterra wrote: | > "the characters won't bump or get stuck into objects in tight | spaces". | | After playing the first 'boss' in AW2, this is an amusing claim | to read. The controls and environment interaction are maddening. | Pr0ject217 wrote: | I want to read it, but I don't want any spoilers (or, remove any | surprise). I'll check it out after I've played the game! | Strom wrote: | There are no spoilers in the article. It's less revealing than | the trailer. ___________________________________________________________________ (page generated 2023-11-07 23:00 UTC)