[0:06] Welcome to the Pay Save Supertore in [0:09] downtown Colona. In previous games, a [0:13] space like this was limited to three [0:15] shadow casters in view. With megalytes, [0:18] we now have hundreds of light sources, [0:20] all casting shadows at 60 frames per [0:23] second on Xbox Series X. [0:30] This TV display wall utilizes animated [0:33] area lights with light functions that [0:35] are driven by the video itself fully on [0:38] the GPU. [0:40] They each cast eerie and unsettling [0:43] dynamic shadows with soft penumbra [0:46] across the scene. [0:50] The pay and save is a great example of [0:52] how we've created environments with [0:54] geometry collection destructible assets [0:57] like this tiled pillar. [1:04] These dynamic objects cast and receive [1:06] light correctly so destruction stays [1:09] visually grounded exactly the way you'd [1:11] expect in the real world. [1:16] Let's check out the freezer section. [1:19] All these freezers have multiple area [1:21] lights inside them to simulate that [1:24] realistic lighting effect of the frozen [1:26] food section of your local grocery [1:28] store. [1:30] During combat, bullets create a dynamic [1:33] shatter point in the glass. When it [1:35] shatters, all the pieces collide with [1:37] the environment using hardware ray trace [1:40] collisions with physically accurate [1:42] translucent reflections. [1:49] It's amazing to see how many light [1:51] sources there are in here. There are [1:54] hundreds of them. From the small lights [1:56] on Marcus' armor to the large spotlights [1:59] on the ceiling, [2:01] there is no way we'd ever be able to [2:03] achieve this effect or have this many [2:05] rayraced area lights on current [2:07] generation hardware without mega lights. [2:15] A staple of the Gears franchise, e-holes [2:18] are back in Gears of War Eday. So, let's [2:22] open some up [2:29] without all the monsters in the way. You [2:31] can see all the volumetrics and smoke [2:34] lit perfectly. [2:37] One of the things we're super excited [2:39] about that was unthinkable in the past [2:41] is having shadows on every single one of [2:43] our muzzle flashes. [2:48] This is a really great improvement that [2:50] adds to the dynamic combat of gears with [2:53] a more believable firing experience that [2:55] puts you right in the middle of the [2:57] action like never before. [3:02] Our [3:19] game isn't limited to just a single [3:21] space. We can explore the entire city of [3:24] Colona with tens of thousands of [3:27] shadowcasting lights. [3:33] Delivering EDAY with this level of [3:35] visual fidelity has not been easy, but [3:39] we can iterate so much faster with [3:41] hardware ray trace lumen compared to the [3:44] baked lighting we used in the past. [3:48] With Megalytes, our lighters are no [3:50] longer constrained by the number of [3:51] real-time shadow casters, giving them [3:54] the freedom to light our game with the [3:56] same complexity as the real world. [4:02] And we have 100 times the geometric [4:04] detail in our assets due to Nanite's [4:07] micro polygon rendering. [4:19] Come on. [4:24] >> We're all in. Hold tight while I get us [4:27] the hell out of here. [4:32] No, [4:33] >> we're not out of it yet. Incoming. [4:37] Eat it. You son of a [ __ ] [4:43] >> I lost visual. Anyone see it? [4:45] >> Negative. I've lost it. [5:01] Stop there. [5:03] >> MY BIRD. [5:09] >> Once everything is dynamic, it starts to [5:12] affect the gameplay in more direct ways. [5:14] Players can shoot out the street lamp, [5:17] flood a space with a flashlight, or they [5:20] can leave an area in darkness and have [5:22] the AI and PCs react to light and [5:25] shadow, [5:26] shying away from glare, [5:29] searching through darkness, [5:32] >> or escalating when something feels off. [5:38] >> Let's see who's GOT THE BIGGER GUN, [5:40] [ __ ] [5:41] To make the city feel alive, we leaned [5:43] on the mass framework to drive our [5:45] crowds. MPC density and types shift [5:48] based on time of day, region, and [5:49] weather. In the slums, a storm clears [5:52] the streets, but in the more sinful [5:54] parts of Port Desire, even heavy rain [5:56] won't slow things down. Mass lets us [5:58] simulate thousands of characters at [6:00] once, over 3,000 at any given time, [6:02] which is also more than the entirety of [6:04] the ascent. So, the city always feels [6:06] active no matter where you are. [6:09] We're also using using Metahuman paired [6:11] with our own character randomization [6:12] system. Together with Metahuman [6:15] Animator, we can generate and bring to [6:17] life thousands and thousands of [6:19] variations of characters so that the [6:21] main characters and the extras in the [6:22] background are all unique. [6:25] We wanted a world that reacted [6:27] systemically to the player without us [6:29] having to hand place effects and [6:30] destruction. Filling a world of this [6:33] density and scale with contextual [6:34] effects while maintaining performance [6:36] and interactivity was one of our key [6:38] challenges. By combining PCG and Nagra [6:41] data channels, environmental effects are [6:43] procedurally populated where [6:45] appropriate. Wherever artists place [6:47] trash or leaves, particles will spawn [6:49] dynamically based on wind, weather, and [6:51] player actions. [6:53] Shoot a bullet or throw a grenade and [6:57] particles will move out of the way. [7:01] We combined chaos physics and our own [7:04] GPUdriven solution to support tens of [7:06] thousands of moving objects [7:08] simultaneously. [7:09] The result is a reactive environment [7:13] where smoke lingers, [7:15] embers drift, and broken glass stays [7:18] where it fell. [7:21] Creating no law has been the process of [7:23] finding where the engine ends and our [7:25] custom tools begin. Achieving this level [7:28] of density, lighting complexity, and [7:30] systemic reactivity was previously [7:32] impossible for a studio of our size. By [7:35] leveraging UFI's latest tech to bypass [7:39] traditional development bottlenecks, we [7:41] have finally been able to build the [7:44] uncompromised version of the world we [7:46] wanted to create for years. [8:14] Woo!