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Development Diary #5: A Dive into Next-Gen Game Development

My name is Andrea Sancio, and I am the Associate Technical Director working on Vampire: The Masquerade - Bloodlines 2 at The Chinese Room. Together with Nick Slaven, our Studio Technical Director, it has been my honour to lead our talented team on the technical side of the game.

I’m going to share with you now a behind-the-scenes look at what our team has been doing on the game, and when you play it, we hope that you will all love it as much as we do.

In the ever-evolving world of video game development, staying at the cutting edge is a continuous pursuit. With the release of Unreal Engine 5, the landscape has shifted dramatically, presenting game developers with an array of groundbreaking technologies and tools. I wanted to delve into our experiences and challenges with some of the experimental technologies that have come to define UE5: Nanite, Virtual Shadow Maps and Lumen. These technologies play a pivotal role in creating a realistic and dark world that aligns perfectly with the neo-noir art direction of our game.
An important milestone in our development was the upgrade from Unreal 4 to Unreal 5. It was a big risk because normally you lock in the version of your development engine early. The changes touched every part of the game, and all our scenes, lighting and assets had to be converted. All the dev teams communicated with us brilliantly to make sure the new tools were exactly what we needed to make the game look amazing and run smoothly.

Lumen is a new real-time global illumination tech. It brings a level of realism to game lighting with raytracing to simulate the path of light and how it interacts with surfaces and materials. It can simulate indirect (bounce) lighting and reflections. However, integrating Lumen into our games was no small feat. Ensuring consistent and smooth performance was the key to achieving the atmospheric lighting required for our world. Working with dynamic lighting and shadow has always been a challenge. In performance terms it was expensive, placing lights is an art and overlapping lights exponentially increase complexity and the costs of rendering the scene because a lot of calculation must be done for each pixel hit by each light. Normally, the solution is to “pre-bake” lights. All the shadows were saved to the level before release, and you couldn’t change them. This provided great quality results for a cheap cost, but the lights and shadows were... well... faked. You would then have to include other tricks like light probes to show that on objects moving inside that space.

Lumen lets us change the colour, position, and intensity of lots of lights that can change dynamically. So to figure out the best way to include these new lights, we spent a lot of time working with our artists. It works by storing all the surfaces hit by light in a memory cache. This cache is at a lower resolution than the output. This means it’s way faster to calculate the effects of lighting. Then, Lumen uses Temporal Upsampling which makes the lower resolution larger without losing quality and detail. None of this can work without Nanite, Cached Virtual Shadows and Temporal Super Resolution so we adapted all those technologies too!

Wrestler-Lumen-and-Shadows-1.gif

Wrestler-Lumen-and-Shadows-2.gif


Virtual Shadow Maps introduced a fundamental change in how we handle shadows in Unreal Engine 5. By decoupling the shadow resolution from screen resolution, this technology delivers razor-sharp shadows with minimal performance overhead. Implementing Virtual Shadow Maps required a rethinking of our shadow casting and rendering techniques, but the result was a marked improvement in the visual quality. This was especially crucial in creating the dark and mysterious shadows that are synonymous with the neo-noir genre.

If you want fast frame rates, Programmers have always had to contend with draw calls. Draw calls are instructions sent from the Central Processing Unit (CPU) to the Graphics Processing Unit (GPU). To understand it in simple terms, think of a draw call as a request to draw or render a particular set of graphics. Each draw call carries information about how to paint a part of the scene - this includes textures, shading information, and geometry (like vertices). However, too many draw calls can slow down a game because each call requires the CPU and GPU to communicate and process information, which is valuable time spent when one frame is a fraction of a second. Nanite marks a seismic shift in how we handle geometry in games. Rather than relying on traditional Level of Detail (LOD) systems, Nanite virtualises geometry, allowing for detailed assets and performance. With Nanite all the meshes that use the same material get placed in what is called a "bucket” and are processed on the same draw call, greatly reducing their number. It reduces the complexity of asset creation but also opens the door to photorealistic environments that were previously unattainable. Now we can have some ornate architecture and densely detailed environments in our scenes.

Warehouse Nanite.png

Warehouse Nantite off.png


Debugging and optimising our code and the world environment became increasingly complex, and we were acutely aware of the constant need to stay up to date with frequent engine upgrades. These upgrades were essential for acquiring crucial fixes and performance improvements. This is a process that many studios might prefer to avoid, as such transitions rarely occur without their own costs. With limited documentation and a scarcity of experienced individuals to consult, our journey involved extensive research, talking with Epic, trials and errors.

It feels cheesy to say but making all this work for our team made everyone’s bond stronger because we all had to communicate constantly. The results were worth it because our art team used it to realise the neo-noir direction they were looking for. And because games are made with tools and technology developed during previous games, The Chinese Room’s future titles will benefit from this hard work too. Everyone did a great job to best use the new workflows. Personally, after many years on projects that used similar approaches, this was a fresh and exciting evolution!

Your experience of playing the game should be seamless. In a way, the less you think about the tech as you’re playing, the better we did our jobs. It’s been a pride of our careers to take on a project that is already so complex on many different levels, and to give it a chance to be ground-breaking in the realm of visual fidelity.

What’s Next​

Following the holiday break, we’ll be back in January with more dev diaries and an extended gameplay reveal of Vampire: The Masquerade - Bloodlines 2.
 
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My name is Andrea Sancio…
Greetings, Andrea :bow:


Your experience of playing the game should be seamless. In a way, the less you think about the tech as you’re playing, the better we did our jobs. It’s been a pride of our careers to take on a project that is already so complex on many different levels, and to give it a chance to be ground-breaking in the realm of visual fidelity.

What’s Next​

Following the holiday break, we’ll be back in January with more dev diaries and an extended gameplay reveal of Vampire: The Masquerade - Bloodlines 2.
Your description of the game experience… the game’s #feelz is ambitious, perhaps too ambitious! But then you wouldn’t be at TCR if you, and they, weren’t.

I’ll bide my time and continue to support all you’all’s efforts. Great job thus far. :bow:

Steve
 
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Sounds like the team is getting lots of work done. I'm looking forward to the big gameplay video coming next month.

@Feeona please send our love to the developers and wish them happy holidays for us!
 
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Will do; thank you, Jia Xu, and happy holidays!
A lot of people say they will pass on well wishes and never do. You have to either e-mail or phone them and be all like "this random guy on our forum wished you all happy holidays." Preferably you would do this to their CEO. :p
 
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I hope you put six times as much effort into expanding dialogue options and possible scenarios for characters as you did into playing with the graphics engine. The game doesn't need better graphics if it's going to be linear. First of all, players expect multiple dialogue choices and their importance for the development of the plot. Give us an open world, developers, and unforgettable dialogues that have a real impact on the plot. Give different game endings depending on whether the player has undertaken a given task or not. Depends on the selected clan, character development and choices, and its shape. If you have a staff shortage when it comes to dialogue/quest writers, I will apply for work immediately.
 
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Great to see the effort and care going into this game
It is, isn’t it.

Our game community is also growing with some of that same effort and care, Not just from the devs, but from one another too.

I’ve long found that a healthy, active, mutually supportive Community, can be essential to both retaining experienced gamers ans well as attracting gamers new to the IP and genre.

Here’s to Bloodlines 2 having a long and successful run! :bow:
 
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Honestly, I'm never going to get excited about next-gen shadows. I mean, I'll happily re-play VtMB1 in $CURRENT_YEAR, which should give you an idea of my graphical demands of a game. For me, a game like Deus Ex 1 will always top a game like Cyberpunk 2077, and no amount of traced rays will fix that.

All I want from this game is high quality story-telling. The tunnel-vision focus on combat and graphics continues to leave me cold.
 
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Honestly, I'm never going to get excited about next-gen shadows. I mean, I'll happily re-play VtMB1 in $CURRENT_YEAR, which should give you an idea of my graphical demands of a game. For me, a game like Deus Ex 1 will always top a game like Cyberpunk 2077, and no amount of traced rays will fix that.

All I want from this game is high quality story-telling. The tunnel-vision focus on combat and graphics continues to leave me cold.
It's not either/or.

You can have a game that looks nice, plays nice, and also has a nice story.
 
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It's not either/or.

You can have a game that looks nice, plays nice, and also has a nice story.

I've yet to see any evidence of that.

I tend to respectfully disagree with your overall point - dev resources are limited, and prioritising X necessarily detracts from Y and Z. From the game's PR to date, it's fairly clear the developer is heavily prioritising graphics and combat over story and customisability, and at this stage there's no reason to doubt that the finished product will reflect that allocation of resources.

Assessing the game on the basis of the released materials alone, I'm not sure how I could possibly conclude it's likely to have a good story. Thus far it looks like a middling action adventure game. It's unclear as of yet what edge it has over any other action adventure game out there.

I'm not going to make decisions on how to spend real money on the basis of what 'can' be. Thinking what 'can' be is the road to picturing what you'd like there to be, which is the highway to hype, which is the hyperloop to disappointment. If Paradox wants me to buy this game, show me something worth buying.
 
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I've yet to see any evidence of that.

I tend to respectfully disagree with your overall point - dev resources are limited, and prioritising X necessarily detracts from Y and Z. From the game's PR to date, it's fairly clear the developer is heavily prioritising graphics and combat over story and customisability, and at this stage there's no reason to doubt that the finished product will reflect that allocation of resources.

Assessing the game on the basis of the released materials alone, I'm not sure how I could possibly conclude it's likely to have a good story. Thus far it looks like a middling action adventure game. It's unclear as of yet what edge it has over any other action adventure game out there.
Story, graphics, and combat are different tasks done by different people. What do you think is goin on here? They have nice graphics, so they couldn't afford to buy a licence for Microsoft Word and the writers' works are suffering because they're all forced to write in notepad? Let's not get silly on purpose.

As for evidence, it's there. Go listen to Developer Diary Recap #2. The developers talk about all of the cool stuff they're doing with the narrative/story for 20 minutes.
 
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Story, graphics, and combat are different tasks done by different people. What do you think is goin on here? They have nice graphics, so they couldn't afford to buy a licence for Microsoft Word and the writers' works are suffering because they're all forced to write in notepad? Let's not get silly on purpose.

It rather seems like you're the one being somewhat silly here.

Do you not think games have budgets? Of course hiring a artist means there's less money for a writer, and vice versa. That's what running a project looks like. The job of a project manager is to prioritise the allocation of finite resources. Allocating more to X means allocating less to Y, that's what 'prioritisation' means. Do you think good writing is free?

As for evidence, it's there. Go listen to Developer Diary Recap #2. The developers talk about all of the cool stuff they're doing with the narrative/story for 20 minutes.

I have. There were absolutely no specifics given about the story. The only specifics we've seen to date has been the one conversation between Phyre and the Nosferatu, and the writing there seemed like it came straight off Tumblr.

I'm happy to be proven wrong. I want a good sequel to VtMB1. I just haven't seen anything to suggest that's what we're getting yet. And so, thus far, my wallet is staying closed.
 
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It rather seems like you're the one being somewhat silly here.

Do you not think games have budgets? Of course hiring a artist means there's less money for a writer, and vice versa. That's what running a project looks like. The job of a project manager is to prioritise the allocation of finite resources. Allocating more to X means allocating less to Y, that's what 'prioritisation' means. Do you think good writing is free?



I have. There were absolutely no specifics given about the story. The only specifics we've seen to date has been the one conversation between Phyre and the Nosferatu, and the writing there seemed like it came straight off Tumblr.
You have no knowledge on what the budget for this game is. You have no idea exactly how many people are working on it or exactly what resources they have. This entire argument you're running rests on the idea that you have some kind of insider knowledge that you don't actually have. You're guessing and your guesses aren't based on anything resembling evidence. Sorry but your argument is not persuasive. Not even close.

I suggest you listen to Developer Diary Recap #2 again. While they didn't give away specific story spoilers, they did make it very clear that they know what they are doing with this narrative.
 
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You have no knowledge on what the budget for this game is. You have no idea exactly how many people are working on it or exactly what resources they have. This entire argument you're running rests on the idea that you have some kind of insider knowledge that you don't actually have. You're guessing and your guesses aren't based on anything resembling evidence. Sorry but your argument is not persuasive. Not even close.
Respectfully, my argument does not rest on any of those things. My argument rests on the sad fact that money is a finite resource.

It certainly seems like you're very excited for the game, and I hope it works out and you get exactly what you're hoping for! Me, I remain unconvinced. That may well change, but it hasn't yet.
 
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I see the points both @Splorghley and @Jia Xu are championing… I find I am more partial to @Splorghley’s reasoning and arguments.

You REALLY can’t be all things to all people as a game company and have any hope of staying in business.

TCR is a remarkable set of WORLD CLASS storytellers… weavers of narrative… builders of suspense… masters of wordsmithing.


My hopes for TCR, play to your STRENGTHS and dress your storytelling in the best graphics and mechanics you can… be successful enough to provide a steady stream of DLC under Fredrik’s harsh and demanding gaze… not unlike the Eye of Mordor in that… : )

#betterluckthanHBS :bow:
 
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dev resources are limited, and prioritising X necessarily detracts from Y and Z
I though we are so far only exploriging engine possibilities ...
And since they were using Unreal > they are not developing it per se ...

Meaning all that play with light and shadows is nice, but it takes very little from their budget, since those things are kinda allready build in that engine.

But feel free to corect me.
 
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Respectfully, my argument does not rest on any of those things. My argument rests on the sad fact that money is a finite resource.

It certainly seems like you're very excited for the game, and I hope it works out and you get exactly what you're hoping for! Me, I remain unconvinced. That may well change, but it hasn't yet.
Money is a finite resource and you have no idea how much of that finite resource they have. For all you know they have all of the money they need to do everything they want to do. Your argument is still not based in evidence. You explicitly argued that the game's writing would surely suffer because the graphics are good and then you didn't substantiate that with anything at all.

You are posting very respectfully to me but you're not being respectful to the developers. Making up gossip and rumours is anything but respectful.


I see the points both @Splorghley and @Jia Xu are championing… I find I am more partial to @Splorghley’s reasoning and arguments.

You REALLY can’t be all things to all people as a game company and have any hope of staying in business.

TCR is a remarkable set of WORLD CLASS storytellers… weavers of narrative… builders of suspense… masters of wordsmithing.


My hopes for TCR, play to your STRENGTHS and dress your storytelling in the best graphics and mechanics you can… be successful enough to provide a steady stream of DLC under Fredrik’s harsh and demanding gaze… not unlike the Eye of Mordor in that… : )

#betterluckthanHBS :bow:
Cyberpunk 2077 has great writing and it is also absolutely gorgeous.

This idea that looking good means being bad at everything else just doesn't stand up to scrutiny.
 
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For all you know they have all of the money they need to do everything they want to do.
For all you know the game will mend the Great Schism and usher in the Age of Aquarius. But of course that's just it - you don't know. We have virtually nothing to go off, and therefore your confidence in the devs, while quite generous of you, seems to be without much of a basis.

Making up gossip and rumours is anything but respectful.
I would very kindly appreciate if you could refrain from accusing me of things I have not done. It makes it rather difficult to maintain a constructive discussion.

I won't continue participating in this discussion as it doesn't appear to be facilitating much actual exchange of ideas, but I reiterate my overall point: I hope the game is good, but the onus is on the devs to demonstrate that, and this DD falls short of that for me, as have virtually all the comms to date.
 
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