09-18-2018 04:18 PM
09-23-2018 08:53 PM
09-23-2018 09:03 PM
09-23-2018 09:55 PM
As we’re working on stitching, processing, and rendering our video assets in the highest quality, we’re starting to hit a bottleneck in the most essential resource: time. Adobe After Effects, Premiere Pro, and Nuke/CaraVR all take a while to process, and with 6K+3D+10bit footage this processing time becomes conspicuous. Processing one frame takes about 30 seconds, and we often do 2-8 passes on our shots before they’re just the way we want them. Add tweaks in between, and you can become busy for months with a mere 10 minutes of footage. Just in time for the Rift 2 release 😉
What can one do? We started by breaking down our footage into PNG sequences, enabling each frame to be processed independently. Then, our amazing VR post-production lead Aaron set up a Deadline-based cluster spanning a few machines so he could execute rendering tasks on all of them concurrently.
Good enough? No! We also optimized the cluster. We went further to utilize Deadline’s concurrent tasks and multi-slave rendering features to fit 2 slaves on each server (allocating a separate GPUs to each slave), with 1 (After Effects) or 2 (Nuke) concurrent tasks per virtual slave. This helped us bring RAM and CPU utilization from 20-30% to 70-80%, which is a lot healthier. GPUs still stay under-utilized at 30-50%, but that’s the way video rendering typically goes.
Now we’re hitting another bottleneck: power capacity (duh). After a couple of blown fuses, we dialed our least efficient nodes down and offloaded the Premier Pro job (the longest atomic one) to our CTO’s place, while using Google Drive to sync the footage. We can’t do much more in the short-term, but will look into adding some cloud-based rendering nodes in the future.
09-23-2018 10:15 PM
09-23-2018 11:10 PM
09-23-2018 11:44 PM
09-24-2018 01:29 AM
09-24-2018 01:45 AM
This week I rewrote the game script, I created a very detailed description of all the interactions in game, wrote the voiceovers for the narration and characters, recorded the actual voice overs. Niko sent me more music and sound this week, we discussed the details and Niko created the new sound pieces and sound effects. We selected the new assets for the house. The sculptures of the Dragon and Baba Yaga are ready and in the right style, made by Bilibin’s illustrations. Currently working on retopologizing the assets.
Medium (tool) gives the charactrs a unique look specific to the paintings of Bilibin – smooth with local colors, thick, fluid plasticine like lines. The style overall matches Bilibin’s stylistic very well.
3D characters and some objects will be sculpted in Medium and retopologized if needed afterwards utilizing 3D coat methodology or Meshlab, depending on the object.
I also researched games that have characters made in Medium for the inspiration and some technical info.
I am also willing to use Russian classical music, something from Glinka, Mussorgsky, Tchaikovsky, Rachmaninoff, Stravinsky who were writing music for operas and ballet based on Russian Fairy Tales and poems of Puschkin, currently researching the copyrights for that and if I can use such music.
Also worked on the storyboard based on the script. The prototype has a second scene now – the house of Baba Yaga with a dragon and a sword interactions, the storybook is coming along as well as more of the other interactions from script. A lot is supposed to happen there and many of the objects would be interactable but due to the time constraints and the fact that I pivoted we decided to put only few interactions there. Also, submitted the prototype for review on Thursday.
Scene in-progress below
09-24-2018 02:13 AM
WEEK 12
Engineering
Added dialogue for all scenes
Completed long distance grabbing
Art
Modeled SC02 puzzle lever
Modeled final scene geometry
Created the shader for the Entrance Gate
Completed promo art
Added Loxa and Quama animations
Added animated objects in SC04: RainyLands
Added fog to SC03 and SC04
This week, we finalized most of the visuals and started focusing on the game mechanics. I’ve replaced all the temporary scene geometries to final models and re-textured the models. I’ve also added a psychedelic shader to the Entrance Gate to further polish the visuals. All the character animations and dialogues for SC03 has been added and we just need the animations for SC02 now. The scenes are starting to look much more polished with the added fog effects and proper lighting. Megan modeled the puzzle lever for SC02 for this week, and Chana completed the promo art for the experience. We also finally finished the mechanics for long distance grabbing. It took us quite some time, but we managed to make grabbable objects to have an outline when the player is within a certain distance.
09-24-2018 02:14 AM