The Visual Technology of Gears 5
summary
Modified UE4 4.11 with spot integrates plus Houdini and Maya pipelines produce concrete results: doubled hero-character triangle budgets (cinematics to ~100k tris), a Houdini-driven fracture pipeline feeding a GPU vertex-offset Swift Destruction system, a Volume Fog Painting Tool to cut injection costs, and a GPU-focused Swift Particles system. Replaced shadow maps with distance-field ray-traced shadows, implemented async post-process (~1.3 ms win), compressed textures ~350 MB and leaned on HLODs to hit 60 fps on Xbox One X across campaign and realtime cinematics.
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chapters (22)
- 0:00Intro
- 2:35Colin's Background
- 3:28Gears 5 tech foundation
- 4:56Maya tools- Budgeting Tool
- 6:33Maya Tools - Atlas
- 7:03Houdini Tools - Destruction Tool
- 7:35Houdini Tools - Alembic Cache Destruction
- 9:36Volume Fog Painting Tool
- 10:42Volume Fog Shaders
- 13:47Lighting Performance/Memory equilibrium
- 15:06DF Ray Traced Shadows
- 16:13Swift Particles
- 18:50Swift Destruction
- 19:47Material Masking System
- 22:11Snow and Sand - Deformation
- 23:50Relaxed Cone Step Map Video
- 24:25Overworlds
- 26:11Characters - Eyes
- 26:52Characters - Skin
- 34:19Performance: 60 frames per second
- 36:52Temporal Upscaling and Async Post Processing
- 43:55Content Memory
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