"Breaking The Rules" is a third-person action/fighting game. Game is mainly played as a brawl, ( but can also be played in the classic 1 vs 1 mode ). Fights can happen local ( up to 4 players on the same machine ) or multiplayer up to 12 players. The game is 100% physic based, one still standing, and totally fallen in 8 of the most beautiful locations in the city of Rome faithfully reproduced.

Report article RSS Feed PSSM Shadows

Hi All, today i'll show you a recent improvement in high performance realtime shadow in our BTR game. Release date is approaching ( official announcement in the beginning of next week! Stay tuned! ) so we are working very hard, fixing bugs, tweaking gameplay and polishing everything. One of the things we implemented soon but never tuned properly was dynamic shadow maps and Parallel Split Shadow Mapping.

Posted by TheBTRStudios on Apr 27th, 2011

Hi All, today i'll show you a recent improvement in high performance realtime shadows in our BTR game.
Release date is approaching ( official announcement in the beginning of next week! Stay tuned! ) so we are working very hard, fixing bugs, tweaking gameplay and polishing everything.

One of the things we implemented soon but never tuned properly was dynamic shadow maps and Parallel Split Shadow Mapping.

Shadow mapping is an efficient algorithm for real-time shadow rendering, which is extensively adopted in real-time applications by its generality and efficiency. However, shadow mapping usually suffers from the inherent aliasing errors due to the image-based nature.
The Parallel-Split Shadow Maps (PSSMs) split the view frustum into different parts by using the planes parallel to the view plane and then generate multiple smaller shadow maps for the split parts.

PSSM uses multiple shadow maps generated from partitioning the scene into multiple volumes and rendering depth information using a light perspective transformation into a shadow map per volume. We use an atlas to hold the maps of the slices in a single surface. Objects in a given volume are then lit using depth information from the shadow map associated with the volume.

Here is our Janiculum scene ( one of the most shadow intensive ones ) rendered without PSSM enabled.

Pssm_NO

Here is the same scene again, but now rendered with PSSM enabled.

Pssm_1

Looks far more better, huh?

In both cases we also use smoothed PCF (percentage closer filtering) shadows. When used on SM 3.0 and above graphics cards we use 4x4 PCF, instead we use bilinear 2x2 PCF on SM 2.0 graphics cards.


PSSM enhancement let also use to limit to 2048 the shadow map size, with a lot of benefits on performances.


This let our game run to 60 fps even on low end cards with shadows at maximum detail.

So stay tuned! And you'll try it on your hardware soon!

Track us on IndieDB!
And on our Official Facebook Page!

Post comment Comments
kazumo
kazumo Apr 28 2011, 1:27am says:

Looks awesome! That means I can run the game on my poor Intel GMA 4500MHD.

+1 vote     reply to comment
gizmo_thunder
gizmo_thunder Apr 28 2011, 3:46am says:

looks really good..

+1 vote     reply to comment
Andy1112
Andy1112 Apr 28 2011, 12:06pm says:

Looks way better with..
what about mipmaps on level textures ?

keep it up

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Breaking The Rules
Platform
Windows
Developer & Publisher
BTR Studios
Engine
Gamebryo
Contact
Send Message
Official Page
Theromantournament.com
Release Date
Released Jun 12, 2011
Game Watch
Track this game
News
Browse
News
Report Abuse
Report article
Related Games
Breaking The Rules
Breaking The Rules Single & Multiplayer Fighting
Related Engines
Gamebryo
Gamebryo Commercial Released Dec 31, 2002
Related Groups
BTR Studios
BTR Studios Developer & Publisher with 3 members