As we build different systems in the game, we will often create a mock-up visualisation of the system before we start programming and creating final art to see if the idea will work, and what things we may have overlooked. Those of you who have backed the project now have access to the backer only forums and will get to see lots more of these videos as we go through production. Today, we are showing off our first UI mock-up video to the public so everyone can get a taste of what the backers will be seeing over the next year.
Bruno Rime, an old colleague of ours from Krome Studios, has allowed us to present his post effect screen space raytraced reflections system for Unity, SSRR for short. This is actually quite a big deal and is the culmination of several years of R&D.
It looks awesome on our desktops in 1080p, unfortunately you will have to make do with just an amazing 720p YouTube video, using in game assets and filmed live from the Unity editor.
SSRR is a post effect reflection system that integrates into a customized variation of Unity's deferred rendering pipeline. By modifying Unity's lighting algorithm to approximate physically based models, the SSRR system is able to better reproduce complex light environments and detailed surfaces. The system is comparable to the technology path taken by both the Crytek and Umbra engines.