1. Crossout
  2. News

Crossout News

[Announcement] The “Big chase” season has been extended for one week!


Hello!

Due to recent problems caused by DDoS attacks on our servers, we have decided to extend the current season “Big chase” for one more week. Now the season will last until 23:59 GMT on October 23.

Players who have not reached the maximum level will now have the opportunity to complete the accumulated challenges and receive all of the season’s rewards. We remind you that in order to unlock access to all additional rewards of the season, you must purchase the “Battle pass” or “Elite battle pass” packs, and the “Battle pass level” will allow you to get to the desired reward faster.

Please note that there will be no new weekly challenges during the additional week. The event is extended so that the players can complete the already accumulated tasks and complete the season.

For more information on Crossout, follow these channels:

[Developer blog] New features of the Targem Engine 2.0



In the Crossout 0.14.0 update, which will be released on October 25, 2022, a significant improvement will appear in our render.
[previewyoutube][/previewyoutube]
We have added to the lighting model the calculation of indirect, or in other words — Global Illumination.

Before/After

Up to this point, simplified lighting algorithms from the environment were used in our render. They accurately took into account direct light from light sources, and indirect light was modeled approximately using a pre-calculated diffuse cubemap on the level. Thanks to the refinement and implementation of the “Scalable Global illumination” technology from the Dagor Engine, which is used by our publisher Gaijin Entertainment, it has become possible to simulate indirect lighting much more accurately.

Before/After

Now the indirect propagation of light is simulated taking into account the surrounding geometry, so that in addition to direct light, reflected and scattered light from various surfaces and extended light sources (sky, surfaces that emit and reflect light, shading from massive objects and buildings, etc.) will appear. Such an improvement noticeably improves the quality of the image in poorly lit and completely shadow-covered areas — it will become more voluminous and textured, and reflected incident light (reflex) from surrounding objects will also appear.

Before/After


[h2]Contact shadows and local reflections [/h2]

In addition to updating the global illumination system, the mechanism for rendering shadows and reflections was also improved, and SSCS (Screen Space Contact Shadows) and SSLR (Screen Space Local Reflections) techniques were implemented. Both effects work according to similar principles — we launch a ray for each pixel in the screen space and try to find its intersection with objects in the frame, which are described by the “depth” of the scene. And, as a result, It turns into some kind of ray tracing!

Before/After

In the case of contact shadows, the ray is launched in the direction of the light source for a very short distance near the camera, and for many tens of meters on the horizon. This allows to draw shadows for small objects near the observer (such as stones, grass, etc.) and for giant mountains and rocks in the distance, complementing and improving the classic shadow rendering technique, as well as saving computer resources (for example, we don’t need to prepare additional information on the CPU because the data about the depth of the scene is enough).

Before/After

With updated local reflections, we replaced the previously used SSPR technique, which required additional calculations on the CPU, and also had a number of limitations, such as: the number of reflective surfaces on the screen, the ability to draw reflections only on plain surfaces, as well as not entirely true reflections for water surfaces. The new SLR technique is completely devoid of these disadvantages, and now you can draw honest reflections for all types of surfaces, in any configurations! The algorithm repeats the logic of contact shadows, but this time we let a long ray in the direction of the intended reflection.

Both techniques work only in conjunction with MSAA temporal anti-aliasing, or the most advanced types of smoothing, such as NVidia DLSS or AMD FSR 2.0. This is due to the technical nuances of the implementation of techniques that require accumulating the result of the algorithms for several frames to achieve the highest quality and optimal performance. Both technologies fill the picture with lots of details, complementing the work of the updated Global illumination system.

[h2]Motion blur and glare[/h2]

In update 0.14.0, the image post-processing stage was improved, and new effects were added. They simulate the imperfection of photo and video equipment, bringing the final image closer to a realistic one with a small expenditure of computer resources.

Before/After

The effect of Motion blur appeared on the battlefields of Crossout. It is designed to make the scene more dynamic and make the gameplay smoother and more enjoyable. We have carefully calibrated the effect to add cinematography and convey the feeling of speed in the best way, while not overshadowing the gaming experience in battles. The player will be able to independently adjust the blur intensity in the graphics settings.


In addition, the Lens Flare effect was added to the game — glare, simulating the refraction of light rays in the camera lens. This effect is used for a more natural display of bright light sources, creating complex-shaped glare that is characteristic of the lenses of any optical camera. Vignetting also allows you to reproduce the effect of shading from the camera aperture along the edges of the image, which adds expressiveness to the frame, giving it an artistic look and placing light accents.


The Bloom effect has been completely reworked. Previously, we used a simple technique of scaling the scene image using contrast — this gave a very approximate result of low quality and low resolution, in most cases the bloom effect was generally invisible. Now the image is being prepared taking into account the camera exposure, and then several stages of Gaussian blur are applied with varying degrees of importance. Thanks to careful optimization and the use of modern techniques, we get very cinematic highlights of different textures (from micro-glare of wet surfaces to bright flashes from explosions) for about the same performance cost. You may notice how armored cars in the rays of the sun now give pleasant photorealistic highlights from chrome and painted vehicle parts.

That’s all for today. Next week we plan to release one more part of the devblog which will be devoted to the major audio visual update for Crossout. Stay tuned!

For more information on Crossout, follow these channels:

[Video] Crossout Show: Reverse Fishing


https://youtu.be/vxGdykuHJs0
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to [email protected] containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win!
When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!

In this episode:
For more information on Crossout, follow these channels:


[Special] +50% Reputation in battles & faster enemy or neutral base capture!


Hello survivors!
It’s bonus XP days in the Wastelands! During these days you will be able to become more powerful and gain any favour from the factions faster! On October 7, 8 and 9 the bonus to all reputation earned is 50%.

Moreover, we suggest you try out the battles with accelerated base capture process once more. We’ve taken into account your feedback on the previous event and lowered base capture acceleration rate. Now it’s 25% (instead of 50%).
You are welcome to leave you constructive feedback right after you give this small event a try!

[h3]This special will be available from 12:00 GMT on October 7 until 05:00 GMT![/h3]

For more information on Crossout, follow these channels:

[Stories] Comic series "The postmen" — part lll


Survivors!
Sometimes there's nothing better than a good old habit... What are we talking about? Find out in the new chapter!

Chapter 3. Past life habits.


For more information on Crossout, follow these channels: