1. S2ENGINE HD
  2. News

S2ENGINE HD News

TIPS FOR PORTING FROM 2018.1 TO 2019.1

Hi guys,

There are some functionalities then have been changed a bit from 2018 to 2019.
You might notice some difference in the look of a scene if you open a 2018 project into 2019.

The following are some tips that lets you to better tune your scenes for the new version:



  • outputGAMMA:
    In the post processing tab of FX tool there is a parameter that controls the final GAMMA amount of the image, called outputGAMMA, in 2018.1 version the default value was 0.45, in 2019.1 is 1. So if your image seems too DARK set this value to 1.

  • Lights:
    in 2018.1 there were 2 parameters for tuning lights, lightScale and lightFalloff. Generally light falloff was set inside a [0..100] range while lightScale generally in a [0...10] range BUT viceversa (falloff in [0..10] and scale in [0...1000] is also valid.
    In 2019.1 there isn't a falloff parameter and light scale is generally inside a range of [0...10]

  • MacroGloss:
    Materials in S2engine can have up to 4 layers and every layer has a diffuse and a normal texture.
    Into material props u can set a parameter called macroGloss that controls how the roughness of the layer 0 (base layer) must affect the roughness of all the other layers (detail layers).
    In 2018.1 if you set macroGloss to 0 it means that layer 0 roughness affects other layers at 100%.
    In 2019.1 it is exactly the viceversa. MacroGloss to 0 means that layer 0 roughness doesn't affect other layers, while MacroGloss to 1 means that layer 0 affect other layer at 100%.


Stay tuned,
PROFENIX STUDIO

S2ENGINE HD 2019.1.1

Hi guys,

today I release a new update for 2019.1 version.

It seems there was a problem with the shader of the 2d clouds (low preset) on AMD radeon cards with the latest drivers.

It has been solved in this update.

Hope you appreciate,
PROFENIX STUDIO

S2ENGINE HD 2019.1 FINALLY RELEASED

Hi to all,

I'm very proud to announce that the S2ENGINE HD 2019.1 version is now OUT.

This version performs a lot of improvements and new features.
The main news are listed below:
  • NAVIGATION MESHES: for the full preview go to:
    https://steamcommunity.com/games/443970/announcements/detail/1720837068954156219
  • SHADOWMAP CACHE: for the full report go to: https://steamcommunity.com/games/443970/announcements/detail/2655339170789067421
  • RENDERING DRIVER SPEED-UP (it mostly impacts RADEON cards): for the full report go to: https://steamcommunity.com/games/443970/announcements/detail/2655339170789067421


There are also minor improvements and new features like:
  • Rain blocker volumes: https://www.facebook.com/s2engine/videos/214893599419993/
  • Terrain tiles Add/Remove: https://www.facebook.com/s2engine/videos/968968663314362/
  • Improved RGBs decoding: https://www.facebook.com/s2engine/photos/a.184424464902329/2254209447923810/?type=3&theater
  • Mip-mapped compreseed STX texture synchronization up to 10x faster
  • Area lights: https://www.facebook.com/s2engine/videos/323964671576455/
  • Improved alpha lod dithering
  • Render quality configuration presets (from ultra high to ultra low)


Also many bugfixes has been made. The most important regard:
  • Frame stuttering,
  • Gamemachine state synchronization,
  • Texture importing
  • Sound sources


Following is the complete list of notes:

RELEASE NOTES
  • [BUG FIXED] Crash when resetting the collision mesh of an object into prefab editor
  • [BUG FIXED] In some cases No skin mesh imported from FBX file when CollapseFBX option is checked
  • [BUG FIXED] When blending animations between 2 states in a GameMachine for the first time, the animations aren't blended in right way
  • [BUG FIXED] When adding a single type animation to an animation list in Model editor the speed of the animation in modelviewport isn't set in right way
  • [BUG FIXED] Crash if you add a new animation without first inserting a name for it
  • [BUG FIXED] If you close the modelviewport and, in model editor tool, add a new single animation BUT you don't assign any source anim, then if you select the added animation and open the modelviewport the animation isn't played and model disappears.
  • [NEW] Now, when you add a new animation in model tool, the latest added animation is automatically selected.
  • [BUG FIXED] When you click on the name of a variable into the lists of vars tab FSM tool, the variable is deleted.
  • [NEW] Added "StartDebug" menu option (F6 the shortcut) for starting the game simulation with debug Draw mode enabled
  • [IMPROVEMENT] Skinned models capsule for ragdolls now are independent from nodes scaling (this removes the limitation to models with no scaled nodes for using ragdolls)
  • [NEW] Added new "Wait" action, for states synchronization, in GameMachine
  • [NEW] Added possibility to set variable for "maxLinearAcc" parameter of "AISetCharacterMaxSpeed" Action
  • [NEW] Added possibility to set variable for "maxAngularAcc" parameter of "AISetCharacterMaxSpeed" Action
  • [NEW] Added possibility to set variable for "maxLinearSpeed" parameter of "AISetCharacterMaxSpeed" Action
  • [NEW] Added possibility to set variable for "maxAngularSpeed" parameter of "AISetCharacterMaxSpeed" Action
  • [BUG FIXED] When copy model joints/capsules data (from model tool in physics tab) capsules orientation isn't copied
  • [BUG FIXED] When selecting objects from Objects tool tab using the SHIFT+LeftMouseButton combination, the first and last selections are duplicated.
  • [NEW] Now AI areas (forbiddenArea, WaypointArea and new NavigationArea) can be closed, during creation phase, not only by overlapping first and last point BUT also by clicking right mouse button
  • [IMPROVEMENT] Removed diffuse color banding artifacts in dark tones
  • [NEW] Added StartFullscreen editor option for starting game simulation in fullscreen mode
  • [IMPROVEMENT] Now when you collapse a parameters section in Class and Prefab tools and then update the object or change a parameter the section state (collapsed/expanded) is kept
  • [IMPROVEMENT] Now when resizing the scene, model and prefab viewports, toolbar icons do not overlap
  • [BUG FIXED] Crash when clicking on "Compressed" checkbox into Texture tool and no texture is selected
  • [BUG FIXED] Crash when clicking on "IsNormalmap" checkbox into Texture tool and no texture is selected
  • [NEW] Terrain elevate / smooth / step / ramp tools has been grouped in a single tool called "sculpt"
  • [NEW] A new Terrain tool, called "edit tiles" has been added for adding / removing tiles from the terrain
  • [BUG FIXED] When renaming an asset, if it has a reference into prefabs, it is not updated into the prefab files and in Prefab tool
  • [BUG FIXED] When renaming a GMS asset and it is referenced by an object just existing into the scene, if you delete the object and then re-insert into the scene the object prefab, engine crashes.
  • [NEW] Added "MoveTo" option in the project browser for moving file from a folder to another.
  • [BUG FIXED] When importing an asset package into a project STX textures of the package aren't added to the project.
  • [IMPROVEMENT] When you try to paint on a material without a mask now a warning message is displayed.
  • [BUG FIXED] If the filename of a texture to import contains dots other then the one for separating the file extension, the texture isn't imported
  • [IMPROVEMENT] Added support for variable in targetDistance,displaceX,displaceY,targetPitch parameters of Orbit Action
  • [NEW] Added support for rain blocking volumes (useful for avoiding indoor rain)
  • [IMPROVEMENT] Now while you are connecting two states you can scroll the FSM viewport
  • [NEW] Added "Lock" button to some vector3d and vector2d parameters, such as object scale and UV tiling (for locking coordinate values).
  • [IMPROVEMENT] Now Scaling by gizmo is better calibrated and more usable
  • [IMPROVEMENT] Now Scaling and Translate gizmo become completely yellow when mouse cursor is on selected object for applying transforms to all 3 axis.
  • [IMPROVEMENT] Now when you insert a prefab with one or more hierarchies into the scene, only the root objects of the hierarchies are selected.
  • [NEW] Added the possibility to select every object inside a hierarchy, after selecting one object of the hierarchy, by using up and down arrow keys.
  • [BUG FIXED] Cannot release a layer mask from a material
  • [BUG FIXED] Non-power-Of-Two RGB textures aren't loaded well and, in the worst case, can cause system to crash.
  • [NEW] Added Render->Buffers->Albedo option into Editor main menu
  • [NEW] Added Render->Buffers->Normal option into Editor main menu
  • [NEW] Added BoxVolume object class
  • [NEW] Added ShadowMap cache system
  • [IMPROVEMENT] Values of MacroGloss parameter of a material into Material properties tab now are inverted
  • [NEW] Added parameter LayerMask to SendMessageInRange Action
  • [NEW] Added parameter LayerMask to SendEventInRange Action
  • [NEW] Added parameter LayerMask to SendEventBroad Action
  • [IMPROVEMENT] 10x faster mip-mapped STX texture synchronization when compressed
  • [NEW] Added "Rough Brightness" parameter into texture editor
  • [NEW] Added "Alpha Contrast" and "Alpha Brightness" parameters into texture editor
  • [IMPROVEMENT] Improved Spolight cone fallof
  • [NEW] Parameter "fallof" replaced with "InnerFov" paramneter in lights that must be used only when light is a SPOTLIGHT.
  • [IMPROVEMENT] Improved light attenuation
  • [BUG FIXED] A sound source cannot be paused
  • [NEW] Now ShowSwitch can also pause and resume sounbd sources of target objects.
  • [IMPROVEMENT] Increased the number of lights per primitive for Transparent surfaces
  • [NEW] Added button "AttachTo" to HierarchyFrame that lets you to Attach an object to another object by picking the second object from scene or selecting the object from hierarchy frame.
  • [NEW] Added Sphere and tube Area Lights
  • [IMPROVEMENT] Sun light now has an area
  • [NEW] Added possibility to set parameter "smooth" with a variable into following GameMachine actions: SetObjectLocalPos, SetCameraFov, Orbit, SetOrientationFromCamera, LookAt, NodeLookAt, SetObjectLocalOrientation, SetOrientationFromObject, SetPositionFromObject, Align
  • [NEW] Added Render->Debug->LightsOverlap option into Editor main menu, for checking how many lights overlap
  • [NEW] Added support for navigation meshes
  • [NEW] Added parameters "NotFoundEvent" and "delay" to AIFindPath action
  • [NEW] Added parameters "NotFoundEvent" and "delay" to AIGetFurthestCoverPoint, AIGetFurthestTacticalPoint, AIGetNearestAllowedPoint, AIGetNearestCoverPoint, AIGetNearestTacticalPoint actions
  • [NEW] Added possibility to set custom splashscreen during deployed game runtime startup. The custom splashscreen is easly set from the publish dialog.
  • [NEW] Added configuration presets for rendering quality specs: Ultra low, very Low, low, medium, high, very high, ultra high.
  • [IMPROVEMENT] Improved lod alpha transition dithering (now it uses ordered dithering)
  • [NEW] Added new S2Script function KinematiocMove()
  • [NEW] Added to GameMachine SpawnObjects action output parameter that keeps list of spawned objects names.
  • [NEW] Added possibility to use a variable for the parameter "value" into the GetObjectParam gameMachine action.
  • [BUG FIXED] GameMachine State containing only "one-time" actions isn't executed if it started by a FINISHED event from previous state and expects a "FINISHED" event to pass to another state.
  • [BUG FIXED] When loading a new level by using "LoadLevel" gameMachine action or "LoadLevel" script function the loaded level framerate is not well synchronized (frame stuttering).


READ ME

Of course this new version is not perfect, it is HUGE, with a lot of new features, so there could be new Unknown bugs.
If you have questions or problems regarding 2019.1 version please do not esitate to open a post into S2ENGINE discussion forum.
In the next days I'll list all the users feedback and work for fixing eventual bugs

As anticipated the OLD 2018.1 version has been placed into a new BETA branch called "S2ENGINE 2018".

Do not forget to Follow the PROFENIX STUDIO page on STEAM to be up to date with new contents, DLC and updates:
https://store.steampowered.com/developer/PROFENIXSTUDIO/

Hope you appreciate our efforts,
PROFENIX STUDIO

S2ENGINE HD 2018.2 becomes 2019.1

Hi guys,

Due to the big number of improvements, new features and the fact that it willn be released in 2019 (few hours to the day one :)) the 2018.2 version has been changed in 2019.1

Stay tuned
PROFENIX STUDIO

2018.2 WILL BE REALLY FASTER THAN 2018.1 (2018.2 PREVIEW #2)

Hi guys,

In the recent days I've focused my attention on performance improvements (before the big jump of new multithreading architecture).

For showing you the results I've used a mid/low-level system:
  • CPU: AMD Ryzen 1500X quad-core 3.5 Ghz
  • GPU: AMD Radeon RX 550 4 GB
  • RAM: 16 GB


All the tests have been made at 1920x1080 resolution.
The following are the features I've enabled for the tests:
  • Bloom
  • Lens flares + lens effects
  • Color correction
  • God rays
  • SSAO (low)
  • Terrain ambient occlusion
  • Atmospheric scattering
  • SS reflections (low)
  • Dynamic cubemap reflections
  • Dynamic cubemap reflections resolution 128
  • Ambient cubemaps (light probes)
  • DOF (low)
  • Motion Blur
  • Shadowmap quality low
  • Shadowmap resolution high
  • Shadows LOD 0.7
  • Terrain LOD 0.7
  • Objects LOD 0.7
  • Resolution scale 1.0
  • Anisotropic filter 1.0
  • Volumetric clouds
  • 3D Ocean


There are 2 BIG improvements I've made:

SHADOWMAP CACHE

This is a real boost expecially into indoor environments where you would be able to insert many lights casting shadows.
In 2018.1 placing more than 2 lights casting shadows in an indoor environemt is almost prohibitive, expecially if they are omnidirectional lights (no spot).

Practically every object inside lights range is rendered into the shadowmap everyframe (1 time for spot lights, up to 6 times for omni lights!!), dropping down the framerate:
Shadowmap cache just avoids this, it stores the rendered shadowmaps and reuse them until all objects in lights range remain stationary, otherwise shadowmaps are generated again.

S2Engine uses a 2-level shadowmap cache system that speed-up the shadowmap re-generation updating only objects that moves.

The following are some results regarding the upcoming Haunted House demo scene that contains a lot of lights casting shadows:

WITHOUT SHADOWMAP CACHE


WITH SHADOWMAP CACHE


As u can see there is a BIG boost in the part of rendering pipeline focused into the deferred lights shading:
  • WITHOUT SMC: 35 ms
  • WITH SMC: 7 ms

This makes Framerate to pass from 13 FPS to 20 FPS

FIXED BOTTLENECK

This is the real "EUREKA" of the last 2 years :)
I consider it much more than a BUGFIX.
Many users always reported me a slow framerate compared to other engines and today games.

Even if other engines do not have graphics quality comparable with s2engine (except the BIGS a.k.a. UE4, Cryengine and maybe Unity), this was really not too much ucceptable.

In the last week, during a profiling session, I noticed that I made an unuseful/unwanted OpenGL driver function call just in a speed-critical portion of code.
I removed it and voilà: an incredible speed-up appeared.
Practically all drawing calls were slowed-down by this redundant function. This means that all, from skinned meshes to billboards, from cubemap to shadowmap rendering, is now faster by the CPU side.

Here are some results I've reported:


NOTE that, in these screenshots, taken from upcoming Haunted House demo scene, shadowmap cache is enabled.
This means that summing the shadowmap cache and the bottleneck fix we have passed from 13 to about 30 FPS!!!

Another important test I've made is into the zombie level of the EasyGamePack project:


In this case I've also replaced the old Path-finding system with the new Navigation-mesh system that allowed me to avoid a lot of heavy computations, passing from about 12 ms to 0.3 ms for zombies locomotion!!!!

Another good new is that finally the framerate is stable, also when there are a lot of zombies walking and also into all the other DLC scenes.

The following are other results regarding BuildingGenerator and MedievalTown demo scenes:


FINAL THOUGHTS

In conclusion, on the target system (Ryzen 1500x + Radeon RX 550), the framerate, with medium/high features enabled, is always about 20-22 FPS (sometimes until 25), that is a very good result, even if I think it is only the tip of the iceberg.

Just as a note:
If you try to disable dynamic cubemap reflections (that is an almost s2engine exclusive feature) you can save about other 2-3 FPS


This optimization only concerns the CPU-side, i.e. the rate at which CPU submits primitives to the GPU driver, it doesn't affect the fill-rate or the vertex submission speed that are another story :)
A lot of other rendering optimizations are possible that could increase the speed in different situations (indoor, outdoor, many different materials, many different geometries, with many lights, with many light probes, changing resolution, etc...) and they will be implemented, step-by-step, into the next versions, until the new multi-threading system :D

The new BETA is ON THE WAY, currently I'm updating all the DLC content and I'm also doing other tests for checking, as always, the stability before releasing.

Don't forget to stay tuned and follow us on our STEAM official page:
https://store.steampowered.com/developer/PROFENIXSTUDIO

New fantastic products are on the way.

Hoping you appreciate,
PROFENIX STUDIO