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Avatar: Frontiers of Pandora – Snowdrop Tech Showcase

Rikkori

Member
The real start to next-gen. Massive jaw dropper.



- Ray Traced Global Illumination
- Ray Traced Reflections
- Ray Traced Emissives for Plants - Bioluminescence (!) (see image below)
- Micro-Detail (Nanite solution?)
- NPCs will keep track of weather, player states and more for a fully dynamic world (server-based?)

NwmNB41.jpg
 
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JOEVIAL

Has a voluptuous plastic labia
Trailer looks stunning... but.... this is UbiSoft afterall. It will 100% not look that good when released.

Few games have actually delivered on visuals promised through reveal trailers. Death Stranding and Red Dead Redemption 2 have been 2 that actually looked exactly like their reveal trailers.
 
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elliot5

Member
Wish they actually showed some demo of the RT tech in engine like a before and after application in a test environment. Just showing the snippets of the trailer is zzzzzzzz
 

Rikkori

Member
Trailer looks stunning... but.... this is UbiSoft afterall. It will 100% not look that good when released.

Few games have actually delivered on visuals promised through reveal trailers. Death Stranding and Red Dead Redemption 2 have been 2 that actually looked exactly like their reveal trailers.
Nah, Massive has been 100% honest with The Division 2 trailers, and Ubi in general has been honest ever since the Watch Dogs 1 + The Division 1 fiascos. Plus that was more of them building the tech before they got the console specs (and those disappointed so they had to scale back).
Wish they actually showed some demo of the RT tech in engine like a before and after application in a test environment. Just showing the snippets of the trailer is zzzzzzzz
There is no before. That's the thing - It's built with RT in mind from the jump.
 

iamvin22

Industry Verified
Trailer looks stunning... but.... this is UbiSoft afterall. It will 100% not look that good when released.

Few games have actually delivered on visuals promised through reveal trailers. Death Stranding and Red Dead Redemption 2 have been 2 that actually looked exactly like their reveal trailers.
Facts! And first post nailed it
 

SlimySnake

Flashless at the Golden Globes
Best looking game ever. I dont care if it gets downgraded. It will still look better than cross gen games.

Besides, Even downgraded Division still looked stunning.

Realtime ray traced GI and reflections means this game is gonna tax current gen consoles hard. Hopefully I can get a PC GPU by next year. i dont see how the PS5 and XSX run this at anything over 1080p 30 fps.
 

elliot5

Member
Nah, Massive has been 100% honest with The Division 2 trailers, and Ubi in general has been honest ever since the Watch Dogs 1 + The Division 1 fiascos. Plus that was more of them building the tech before they got the console specs (and those disappointed so they had to scale back).

There is no before. That's the thing - It's built with RT in mind from the jump.
You can still show a before and after with the emissive materials or lighting turned on/off with raytracing in engine as a demo. It's not like they straight up ripped any sort of rasterization from the engine code, even if they will design around RT.
 

ZywyPL

Banned
I don't know, there's something about it that makes it look cross-gen, the chcaracters, animals and foliage animations is what kills the whole impression, they're not on the same level as the visuals, rather simplistic, dare I say made with Jaguar CPU in mind...
 

Ezquimacore

Banned
I don't know, there's something about it that makes it look cross-gen, the chcaracters, animals and foliage animations is what kills the whole impression, they're not on the same level as the visuals, rather simplistic, dare I say made with Jaguar CPU in mind...
I think you're overestimating the power of those zen 2 apus
 
The real start to next-gen. Massive jaw dropper.



- Ray Traced Global Illumination
- Ray Traced Reflections
- Ray Traced Emissives for Plants - Bioluminescence (!) (see image below)
- Micro-Detail (Nanite solution?)
- NPCs will keep track of weather, player states and more for a fully dynamic world (server-based?)

NwmNB41.jpg

Correction the word microdetail doemt mean nanite solution.
 

ZywyPL

Banned
I think you're overestimating the power of those zen 2 apus

The new consoles have at least twice the IPC, twice the frequency, and twice the threads, I'm more than certain they can do much better than this. Maybe the devs need more time, or maybe they saw that pretty graphics is all that's needed to get people hyped, so why bother. Time will tell.
 

brian0057

Banned
> Avatar game made by Ubisoft.

Not since the advent of survival open world early access games, has a grouping of words in the English language been so unappealing as these are now.
 
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SlimySnake

Flashless at the Golden Globes
The new consoles have at least twice the IPC, twice the frequency, and twice the threads, I'm more than certain they can do much better than this. Maybe the devs need more time, or maybe they saw that pretty graphics is all that's needed to get people hyped, so why bother. Time will tell.
Yep. It's closer to an 8x increase. DF did some tests a few years ago.

Clock for clock at 2.3GHz, Cinebench delivers a 2.24x improvement in single-thread erformance, and across four cores, it's a 3.4 times boost to performance compared to Jaguar. Factor in the mooted 3.2GHz frequency of Zen 2, and we're getting a 4.7 times improvement. Remember this is just one workload and limited one too, one that doesn't tap into the new architectural features of the Zen 2 core. Stacking up our projected octo-core Jaguar results against the 3700X with all cores and threads enabled and we retain the 4.7 times improvement to performance against our surrogate Xbox One X score, rising to 6.7 against our stand-in PlayStation 4. And just to stress again, this is an imperfect test - a very basic benchmark that just gives a small hint of the vast increase in performance we should get from the new consoles.
This is back when they thought the CPUs would top out at 3.2 ghz. They ended up being 12% more powerful.


It's a massive leap in performance.
 
Some elements are impressive, others not so much. In any case, this is Ubisoft we're discussing, so they are yet to produce games that match the eye-popping demos that precede them.
By the way, does one of the guys in the video have fangs?
 

ZehDon

Gold Member
... - Micro-Detail (Nanite solution?)...
Slight correction: Nanite isn't something you have a "solution" for. Nanite itself is a REYES solution; Render Everything Your Eyes Sees. Nanite is just Epic's solution, while NVidia have their own REYES solution, and other engines will implement REYES solutions as this generation continues.
 

GymWolf

Member
Wut? They've made the best 3rd person shooter ever. They absolutely know what they're doing in terms of gameplay.
Are you talking about division 2? That one had good animations but avatar is probably gonna have a more focused melee combat (i think) and their melee systems usually sucks.

That best 3d shooter ever bit made me laugh tho :lollipop_grinning_sweat:
 
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Shubh_C63

Member
Trailer looks stunning... but.... this is UbiSoft afterall. It will 100% not look that good when released.

Few games have actually delivered on visuals promised through reveal trailers. Death Stranding and Red Dead Redemption 2 have been 2 that actually looked exactly like their reveal trailers.
I think Ubisoft after Watch Dogs has been very consistent in this.

WD2, Farcry 6, Assassins Creed's, Immortal Fenyx, Crew all looked exactly like they were showed in trailers.

.
 
I don't know, there's something about it that makes it look cross-gen, the chcaracters, animals and foliage animations is what kills the whole impression, they're not on the same level as the visuals, rather simplistic, dare I say made with Jaguar CPU in mind...
What in the world? What game has even close to this foliage? I don’t see the cross gen it looks too good to be true - and likely is
 

ZywyPL

Banned
What in the world? What game has even close to this foliage? I don’t see the cross gen it looks too good to be true - and likely is

The visuals themselves are great, dense as hell, and that RT lightning is brilliant, but there's something stiff, unnatural in how everything behaves, hitting the uncanny valley territory.
 

lh032

I cry about Xbox and hate PlayStation.
cant wait to climb next gen trees with ray tracing to reveal part of the map this time.
 

ZywyPL

Banned
All this talent and these resources wasted on a franchise nobody asked for and nobody cares about.

If the game launches somewhere around Avatar 2 premiere, it can be a huge success. The biggest problem with movie-based games is that they always arrive years later, where all the hype is long time gone, it's like the publishers are waiting to see if a movie is successful or not, if yes then they rush something (which is still 2-3 years) based on the license, and the end effect is a rushed, crappy game in a universe no one is interested in anymore. But this time around we can get a full-fat AAA game with years in the making, arriving right after the movie itself.
 

JOEVIAL

Has a voluptuous plastic labia
I think Ubisoft after Watch Dogs has been very consistent in this.

WD2, Farcry 6, Assassins Creed's, Immortal Fenyx, Crew all looked exactly like they were showed in trailers.

.
True... I will be pleasantly surprised if they are able to pull off the visuals shown in the trailer. The fauna is absolutely crazy, one plant looks to have as much polygons as an entire 5th generation level.
 

Nickolaidas

Member
- NPCs will keep track of weather, player states and more for a fully dynamic world (server-based?)
So, like the NPCs in Witcher 2 where they would seek cover once it started to rain?

EDIT: Honestly, I fucking hate videos like this. A guy working in his office and trying to convince me with just words how amazing and revolutionary their game is going to be.
 
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SlimySnake

Flashless at the Golden Globes
The snowdrop engine is the most underrated engine out there. What Massive did with The Division 1-2 is incredible. Their non RT GI was nuts.This will be mind blowing.

I agree with the engine, but I dont care for the final results. I played Division 1 on the Pro after the 4k patch and it looked really good. Played only a little bit of Division 2.

There is just something about the visuals in this game that feels sterile. The tech is there, but I think the artistry is lacking.

That's not the case with Avatar mind you. it looks and feels absolutely incredible. I think it's because the artists over at Massive had the Avatar movies to draw from. I am surprised people arent fawning over these graphics. It's literally the best looking game we have seen. A true next gen showcase. Probably the only one so far.
 
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Rikkori

Member
Our first glimpse of Avatar: Frontiers of Pandora was an amazing showcase of the Snowdrop engine and its ability to render an incredibly lush and richly detailed vision of Pandora’s biodiversity, featuring creatures and locations both familiar and new, along with some tantalizing hints of the gameplay to come when the game releases in 2022 on PlayStation 5, Xbox Series X|S, PC, Amazon Luna, and Stadia.

youtube video: qpW7ZLMWXno


What might have been less obvious, but no less important to this incredible display of technology, were the ideas that brought it to life to begin with. From the kernel of a new Avatar story that Massive brought to Lightstorm Entertainment, to the ensuing collaboration between Ubisoft, Lightstorm, and Disney to create this never-before-seen side of Pandora, Avatar: Frontiers of Pandora (along with its ‘First Look Trailer’) shows signs of successful cross-studio, cross-industry coordination and idea-sharing – as well as a mutual respect for creativity.

We spoke with Jon Landau, producer, partner, and COO of Lightstorm Entertainment; and Magnus Jansén, the game’s creative director at Massive – a Ubisoft Studio, to learn more about this partnership and how the exchange of ideas built a strong foundation for the game to stand on.

The ‘First Look Trailer’ is how a lot of people are going to get re-acquainted with Avatar since maybe watching the first film or taking a trip toPandora – The World of Avatar at Walt Disney World. What did you hope those fans might take away from seeing this trailer?

Jon Landau
: What I want people to get from the ‘First Look Trailer’ in terms of the Avatar universe is that, to date, the movies only touched on a small sliver of what Pandora has to offer, and to suggest to them that – through partnerships like those we have with Massive and Ubisoft – they will get to personally explore this world of Pandora in a transportive experience. It was important that the elements of the trailer suggest the wonder of Pandora that people yearn for.

The team at Massive and Ubisoft team did a phenomenal job in doing that. You have touchstones that remind you that this is the Pandora that we know, but maybe you’re saying, “I haven't been to that biome before,” or “I haven't met that clan before, and I haven't seen that creature before. Oh my gosh, how big is this world of Pandora?” That’s what is so exciting to me. We called it the ‘First Look Trailer’ because it teases what players will experience in a very personalized way, and they will be able to see the vastness of a moon called Pandora.

[UN][News] ‘It Was Not the Tech, but the People’ – How Avatar: Frontiers of Pandora Embraces Creativity While Pushing Boundaries of Technology - BIOLEMINESCENCE


Being reminded of the biodiversity on Pandora was enough for me to be excited about the possibility of different locations, creatures, and things that I haven't seen before.

JL
: Well then, if you really think about the trailer and you talk about the biodiversity and the flora and the fauna – even if we talk just about the fauna – there is more new fauna that has never been seen than existing fauna, and that comes out of a longtime collaboration with Ubisoft. Ubisoft worked very closely with our design team, working around the idea of, “What do we need to create? What would really exist on Pandora? How does it fit into our narrative story?” Because ultimately games need to have a story that really holds and engages people over a much longer time than a movie does? So how do we do that? How do we continually introduce new things?”

Nobody ever cared where a good idea came from. A good idea is a good idea. Whether it was from a designer at Massive and we riffed off it, or it was one from our team and people riffed on it.

Magnus, as creative director on the game, what did you want the audience to get from the ‘First Look Trailer’? Obviously, as Jon said, it’s a tease, so it doesn’t show too much of the game, but there’s enough for people’s imaginations to carry them a little bit.

Magnus Jansén
: There's quite a lot of gameplay that we are showing or hinting at. It's not a gameplay trailer, but you can watch it many times and see new things, so there's a lot of hidden stuff there, if you know what to look for. Obviously, the first-person aspect is present, so some people, when they saw the stream, were shouting, “Wait, is this first person?” and yes, it is. There are other things, too. Obviously, you can ride a banshee. There are more things like that.

I don't want to give it all away, but there are a number of things that we had in this first look that people will get to see more of later, like the first-person aspect and the fantastic level of fidelity that we can achieve with new-generation hardware, along with the Snowdrop engine and our fantastic teams here at Ubisoft and Lightstorm.

We're able to create a level of immersion that couldn't be achieved before, so those are all the big touch points, and then together with the things that that Jon mentioned before, the “Wait a minute, this is not a rehash of something that I've experienced before.” Because no matter how lovingly something is recreated, it's still not the same joyful surprise that you get when you see something completely new. That's why having the experts at Lightstorm there to help elevate what we're doing – with daily contact with the designers that did the creatures for the first movie and for the upcoming movies – that's what creates the results where you know it’s something that’s going to blow your mind.

[UN][News] ‘It Was Not the Tech, but the People’ – How Avatar: Frontiers of Pandora Embraces Creativity While Pushing Boundaries of Technology - BOW


How did the Western Frontier come about? Was this something that Lightstorm and Disney already had some ideas about, and you just said, “Here’s a location we’d like you to explore for a game?” How did the collaboration start?

JL
: As we move into the sequels, we always talk about how we're going to new places. We're meeting new clans. Along those lines, Massive came to us with this story concept. And then the questions were: If we like the story, where can that story be set? In what time frame can that story be set? How do we play this out so that it lives and meshes with the overall canon of Avatar?

How do we do that and not make it feel like it's a story that took place 2,000 years ago, which is what we did with the Avatar Cirque du Soleil show very intentionally? How do we make it feel like it's not something that takes place beyond the movies and reveals things that would have happened in order to be consistent? So it was: here's the story we want to tell. Here's the basic plot elements. Where can we tell it? How can we fit it in?

There was a dialogue back and forth that I think really led to this idea of what we're calling the Western Frontier. And again, it plays within the timeframe of the movies, but doesn't conflict with them. It's consistent.

Whether it’s biomes or creatures, with so much to already work with, how do you decide what to focus on to build the game itself?

MJ
: We're really guided by this element of awe and wonder, because that's the epic. It’s the feeling when I first watched Avatar in the theater – it brought to life feelings of wonder and astonishment I hadn't had for many years in the theater, because of the act of pure creation that went into the creatures, the flora, and the clans. So, we knew that while there is a tremendous amount of existing and upcoming creations that will have been and will be in the movies, we knew we had to co-create things to a large degree.

Of course, there are still some favorites there. If you saw the trailer, you can see it. There are no fences on Pandora, so some species can be found across the continents, like the sturmbeests, the ikran, the hexapedes - all these creatures that you've seen in the movie, but a lot of what we need to do is to create new things, because it's about new discoveries.

JL: And I think in terms of the newness, it goes back to sort of what I tell people about story and technology.

You don't say, “Hey, here's a technology. Let's create a story for it.” You ask, “What's the story we want to tell? How do we get the technology there?” So, it’s like, let's not just create a creature, but let’s ask “What do we want the gameplay to be?” We can create a creature that allows the gameplay to do something interesting because we're not limited by what's on Earth. We're limited by what is possible on Pandora. Then we ask, “What do Magnus and his team want, and how do we then deliver that?”

[UN][News] ‘It Was Not the Tech, but the People’ – How Avatar: Frontiers of Pandora Embraces Creativity While Pushing Boundaries of Technology - BANSHEE


How much does being first-person perspective affect how things are designed? Is the level of immersion something that comes into play?

MJ
: Obviously, we need the fidelity for the world to hold up at that distance. But then, we also need it to be reactive, and we need the world to react when you act, because it's an interactive medium, right? So we need to take advantage of what you can do in a game, so that when you're moving through the world, you're brushing foliage aside, as you could see in the trailer. That's in the game. You’re coming up to something – you don't know what it is – and you're carefully reaching out to touch it. That's in the game and that sense of being there is what the first-person perspective brings. Obviously, that changes things because then we have to focus on technologies and specific species that interact very well in first-person.

Pandora is a place of majestic scale. There are enormous things, both in terms of flora and fauna, and the near-vertigo you get from looking at these things or looking down the drop of a floating mountain – it's exaggerated in a very positive way in first-person as well.

Jon, you talked a little about this before, but Avatar and the different forms it exists in always seem to be a harbinger of new technology, in the sense that technology now exists to tell the story. Is that what happened here? The technology, in this case the Snowdrop engine, sold Lightstorm on the game?

JL
: The first thing that sold us on it was not just the tech, but the people. Meeting that core team of people that were going to be the creative force behind it, including Magnus, and others, as well as seeing, several years ago, where Snowdrop was. They presented some very early and preliminary ideas for Frontiers of Pandora to us, and it was like, “Wow, if that's the floor, what's the ceiling? Where can we go?”

And again, playing in the world of Pandora and telling our story has pushed improvements in Snowdrop, and has challenged that team to rise to a different level, because without that impetus, technology becomes stagnant. In some ways, this collaboration on this story we want to tell the world has advanced the technology, and that's the way it should be. It's story- and it's gameplay-driving. And what you want to do with any project is, you want to be the impetus that causes the wave, because then you can ride the wave. I think that's what Magnus and his team have been able to do. They've been the impetus to drive that technology forward.

[UN][News] ‘It Was Not the Tech, but the People’ – How Avatar: Frontiers of Pandora Embraces Creativity While Pushing Boundaries of Technology - VISTA


MJ: Yeah, absolutely. The games that have been released on Snowdrop are super-advanced and they can do spectacular things. But when you come to Pandora, where you have the immense scale of things – you can be up close, inches away, or centimeters away from an object in first-person. Then you jump on your ikran, take off, and you can see for so many miles and miles and miles, and you can go anywhere in the open world.

To be able to render all that in real time, and to the fidelity that is expected to really take you there, yes, there's been a tremendous amount of work aided by the fact that we are only on the new generation of consoles. The modular nature of Snowdrop has allowed us to plug in new modules and new rendering technology and build upon the open-world tech we already had. Then we increased the size of the world, and the speed at which you could move through it, and the fidelity that we could bring to you by an order of magnitude. We've really been pushed to our limits, and we'll continue to push as well and continue to improve.

 

BigTnaples

Todd Howard's Secret GAF Account
Can’t fucking wait. This looks incredible. Snowdrop is such a beast, even on 2013 laptop hardware. What it will do with this build from the ground up for new tech with RT Global Illumination… my mouth is fucking watering.
The level of detail Massive puts in to their games, the Division is so full of insane details and clutter that it boggles the mind.
 
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