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See The Riftbreaker with Ray-Tracing!

Hello!

It’s a very exciting day in The Riftbreaker’s development. We can finally start telling you everything about one of our most strictly-kept secrets - our collaboration with AMD and the RDNA 2 architecture features that we were able to implement into the game. Without further ado, here’s a showcase video featuring exclusive, previously unseen footage from The Riftbreaker with ray-tracing features enabled.

[previewyoutube][/previewyoutube]

Do you like it? We hope you do! You have no idea how difficult it was to keep the secret over the year we spent implementing all of these features. The Riftbreaker has benefited a lot from our partnership with AMD since they not only gave us the tools we needed but also directly collaborated with our programmers on the implementation front. The end result is that we learned a lot from this experience and we think you will be pleased with both the visual effect and the performance.

Note how the shadows change when the Arachnoid moves its tail.

All the techniques we used are thoroughly explained in the video, but if you can’t watch it right now, here’s a short description for all of them, along with some eye-candy.

There is an intense light source attached to the creature. When it moves, it changes the way shadows are cast on the entire scene.

[h2]Ray-Traced Shadows[/h2]
Ray-traced shadows allow us to introduce additional shadow casting lights into the game world. For example, we can add an intense light source to a burning boss creature that walks around the scene and casts deep shadows from all of the details that are present in the world's geometry, even singular blades of grass are going to cast perfectly detailed shadows, updating every frame. Another example of how we use real-time ray tracing is special events like a comet flying over the player's head. The comet is an intense light source moving quickly across the sky and creating a fantastic spectacle of shadows on the ground.

Once Ray-Traced Ambient Occlusion is enabled, the indirectly lit areas become much more realistic. The jungle, for example, becomes much darker. Once you destroy the light-occluding objects, the entire scene becomes much brighter.

[h2]Ray-Traced Ambient Occlusion[/h2]
Ray-Traced Ambient Occlusion is a very advanced rendering technique. It simulates the behavior of light in places that are not directly lit. It is an approximation of global illumination that was previously available only in offline rendering scenarios. It provides excellent visual results in areas that are covered by dense vegetation or complex rock formations, by creating shade where it would form in real-world conditions. Doing it in real-time was previously not achievable due to the immense amount of computing necessary to calculate the behavior of light. Now thanks to the Radeon RX 6000 series we can enable this technique in The Riftbreaker to achieve very detailed shadowing.

The areas marked green contain less visible details, so the GPU can render it at a lower rate, resulting in improved performance.

[h2]FidelityFX Variable Shading[/h2]
Variable-rate shading is one of the latest Direct X 12 Ultimate rendering techniques that allows the GPU to select an area of the screen to be rendered at a lower sampling rate. AMD Fidelity FX Variable Shading allows us to very efficiently select areas of the scene that are low on detail and can be rendered with a lower sampling rate without any visible degradation to the image quality. Some of these low detail areas can include for example places covered in deep shadow, plain ground textures, or areas of the screen covered by transparent user interface elements. Thanks to this new rendering technique we can save a lot of GPU power and deliver much higher frame rates to the player, without noticeable loss in graphical fidelity.

The comet flyby with RT shadows off. It still looks good but lacks the dynamic shadows.

Over the course of the coming weeks, we are going to publish more in-depth articles about each of those techniques. You will learn their exact purpose, their place in The Riftbreaker rendering pipeline and how we implemented them into Schmetterling 2.0.

Once the RT shadows are turned on the entire scene becomes much more realistic and pleasing to the eye.

We are currently working on an update that brings these features to The Riftbreaker Closed Alpha, as well as the Prologue, so you will be able to test all of them out yourselves. We also received some questions about this, so let’s clarify: the features described in this article WILL work with any raytracing-capable GPU, regardless of the manufacturer.

If you want to see real-life, unedited gameplay footage, make sure to join our streams - we go live every Tuesday and Thursday at 3 PM CET. Starting now, we’re going to play with ray-tracing maxed out, so you can see both the performance and the graphics quality. We also know that timezones can be mean sometimes, so we will post some VODs to YouTube as well.

Stay safe and stay tuned!
EXOR Studios

Live on Twitch

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The Riftbreaker October 2020 Progress Update

Hello!

We've taken a long break from posting new content about The Riftbreaker on Steam. The reason for that was, as some of you might know already, that I (voidreaver) have caught COVID-19 and had to spend some time in hospital. Fortunately, I am fine now, also thanks to all the positive messages I received from all of you! Thank you for keeping me going.



While I was gone, the rest of the team was working on lots of new features. In order to make it easier to catch up on what's happened over the course of the past month, I compiled a little changelog. Please note that we're not patching the game today - this is a purely informative article, meant to get you up to speed on what you can expect in our upcoming materials and streams (Tue and Thu, 3PM CEST, twitch.tv/exorstudios). Also, not all of these changes will be visible to you, because some of them are implemented with the Campaign Mode in mind. However, a patch for The Riftbreaker Alpha and The Riftbreaker Prologue is coming very soon and will feature even more changes than the ones listed here!



The Riftbreaker Progress Log, October 2020


[h2]Changes[/h2]
  • We have completely reworked all the weapon models. Our goal was to make them immediately recognizable, without the need to look at the inventory screen or the HUD. The new models come with varying skins for each rarity level. They're also animated!
  • Oh, we also changed models for other equipment pieces - the Detector and mines of all flavors.
  • We have added tooltips. Hovering the cursor over an icon will now tell you what that icon represents.
  • The game will now inform you that you have discovered a new species of alien life by displaying a pop-up. Information about that species will be added to the Bestiary
  • Missions now start with a fade from black. This prevents you from seeing meshes pop into existence.
  • We have tweaked effect attachment points for weapons, so that the muzzle flash actually comes from the muzzle.
  • The settings menu screen has been slightly reworked to include a description box. Highlighting any option in the menu will display a short message describing what is affected by the highlighted option. This should help you choose the perfect settings for your setup.
  • There's much more wildlife in the prologue mission now, including birds!
  • Our super-cute drones are now even more cute, because they are animated!
  • New options have been added to the settings screen, as well as the Launcher.
  • Extended HQ upgrade level 1 attack timeout. Take a breath.
  • All weapons now have an icon based on the actual physical model you can see in the game.
  • CrashReporter: include configuration + version number in titlebar. Sometimes you send us screenshots of the crash reports. This will help us identify the version of the game you have problems with.
  • The Prologue map has been changed a bit, but since the affected area was a secret, we won't tell you what we changed.
  • Loot items are now pushed away from the dying creatures with more force.
  • DX12 is now the default render system. If your PC does not support DX12, the game will automatically detect it and fall back to the DX11 renderer.
  • Teleporting is now blocked during minimap Interference. No escape from the ion storm.
  • Added Benchmark Results Screen and localization for it. They're human-readable now.


[h2]New Features[/h2]
  • There is a lot of new units that we're working on! New models, animations and behavior logic is being added as we speak.
  • One of the new units is Kermon, for example. You haven't seen it yet and you can't see it, because it's invisible most of the time. It's a nasty one.
  • Don't fret, people, Mr. Riggs can now equip a special item that will turn him invisible, too! You'll now be able to sneak up on Arachnoids and watch them in their natural habitat! Invisibility breaks on attack, or taking damage, though, so beware.
  • Gnerot's weird cousin, Krocoon, is also mostly done. We'll show it to you later. Can't burn all the coolest stuff in one changelog.
  • Other creatures in progress are: Stregaros, Bomogan, Granan, Morirot, Lesigian, Necrodon, Nurglax and Shegret. You've seen some of them, most are still a secret, but you will hate them all by the time we're done.
  • Apart from the invisibility tech we've also added some new movement skills: a short-range teleport, a dodge roll and barbarian jump! You can equip those instead of the good, old, regular dash.
  • The new movement skills can be upgraded to use elemental damage. Firewall dash? Got it. Toxic fume barbarian jump? Got that one, too.
  • A dedicated benchmark for the GPU has been added, now with results readable by humans.
  • A Bestiary has been added. It's a separate menu screen that will act as an encyclopedia on all the species you discover. The more creatures you 'sample', the more knowledge you'll uncover!
  • Decals, such as blood splats or scorch marks disappear gradually instead of just disappearing at an instant.
  • The mouse cursor will now react to changes in the mouse sensitivity setting immediately.


[h2]Fixes[/h2]
  • Fixed hammeroceros 'run' sound effects.
  • Fixed animation graph freeze.
  • Fixed resource icons display overlapping.
  • Tweaked overrides in towers to fix bugs with multiple towers.
  • Fixed cheat_god_mode - now it works every time.
  • DestroySystem: fix empty frame between object removal and parts spawn.
  • Fixed minigun projectiles (position), also made them cheaper performance-wise.
  • SettingsMenuScreen: fixed 'reset to defaults' functionality.
  • Fixed planet_surface shader for the Planetary Scanner menu screen.
  • Tweaks for the grass (proper materials, more subsurface light). Gives it a more natural look.
  • Prevent crash in RiftTeleportStates
  • Fixed entering campaign if campaign is disabled. This one's mostly for those of you who like to change things around in the game files or use mods.
  • Fix mining not decreasing resources from the vein. Happened from time to time.
  • Fix crash when the mech dies while melee attacking.
  • Fix crash when floor is being built.
  • Fixed Exit Game crashes.
  • Insert English localization variable if other language is empty - no more empty strings!
  • Energy connectors are still all over the place.


[h2]Graphics[/h2]
The cat is out of the bag. We have partnered with AMD and have been secretly working with them for a long time now to bring you all the best DirectX 12 Ultimate features, including raytracing. You can watch AMD's presentation of their Radeon RX6000 series cards, featuring some exclusive footage from The Riftbreaker with new graphics features enabled. More information will be released on November 12th, with a lengthy feature video about The Riftbreaker's use of the latest AMD technology. Don't miss it!

[h2]Audio[/h2]
  • We have started grouping sounds into clusters to achieve a better 'herd stampede' effect and to override the instance limits. Massive hordes of enemy creatures will sound terrifying now.
  • Lots of creature noise samples have been changed to give them individual identity and make them instantly recognizable.
  • The sound system has also been optimized to have as little impact on the performance as possible.
  • Our Granular Synth is finally working properly, which means we will be able to add dynamically changing sounds into the game, such as a Geiger counter.




As you can see, this month has not gone to waste at all! The feature set and stability of The Riftbreaker grow day by day. The work on the Campaign Mode is also well underway, so expect regular updates on that, too. If you would like to receive daily updates on our progress, join our Discord at www.discord.gg/exorstudios. There's a channel dedicated to smaller, more detailed daily changelogs. Also, being active on the Discord can net you access to the limited Alpha test!

Thank you again for your support when I was sick.

See you on the streams!
Piotr 'voidreaver' Bomak

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DX 12 Ultimate and ray-tracing features are coming!

Hi Everyone,

As we've mentioned in our previous update, we've been working on a new Direct X 12 renderer for quite some time now. Direct X 12 Ultimate has enabled us to refactor our rendering pipeline in a way that provides improved GPU performance, lower CPU overhead, and also brings in new features such as ray-tracing.

We've been working hard with AMD on bringing all of these features to you in the best-optimized state and we are very proud that The Riftbreaker is one of the featured titles for the AMD Radeon 6000 series reveal. You can already catch a glimpse of how ray-traced shadows work in AMD's reveal video:
[previewyoutube][/previewyoutube]

You may also notice a new boss creature in that video that will be making a larger appearance on our channels real soon :)

We will be making a much bigger reveal of all the DIrect X 12 Ultimate features coming to The Riftbreaker on November 12th, so stay tuned:


As always if you'd like to ask us any questions directly, we're reading all of the comments below and you can also find us on the following channels:
www.facebook.com/exorstudios
www.twitter.com/exorstudios
www.twitch.tv/exorstudios
www.youtube.com/exorstudios