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New terrain features and overhauled assets allow us to make much more convincing and detail rich environments.The terrain and ground system has undergone a major rework, with a richer material system, support for more materials with more advanced blending, better 3D detail, displacement mapping with detail shadows and a better grass and small plant system and rendering, all of which comes with a complete overhaul of all related assets. Exanima's view means the ground is usually most of what you see, ground that is rich in detail, depth and variation is perhaps the most critical element of the visuals.
Close up of our new 3D grass system and assets, featuring advanced lighting which gives it more depth.
New procedural character features with exposed flesh and bones on undead, giving each one a unique and gruesome appearance.
Just a few examples of the 60+ new and overhauled items.
Some examples of new ornate weapons leveraging new procedural item features.
We've made extensive improvements to lighting, materials and added new features.
New displacement mapping with full shadows adds lots of detail and depth to objects and surfaces.



Something else we've been wanting to do properly for a good while is shader compilation. You've probably noticed the stutters this can cause when you first load up the game, especially on a new update. We've been neglecting this as we're constantly making changes to our rendering engine and maintaining this can be difficult. Our engine is unlike most modern engines, we leverage forward rendering for a lot of versatility in materials and effects, but also to implement a huge number of highly specific optimisations. But this requires a massive number of specific shaders that are generated dynamically and predicting which ones will be needed gets complicated. We've just tackled this and added some dev tools that allow us to track which shaders are being compiled when. This makes maintaining things easier and helps us compile most shaders in advance to remove most of the stuttering. We plan to expand on this as we introduce more ways to mask shader compilation, so that you're not just hit with a long wait when launching the game instead. The new streaming features we just mentioned should also help us do this.
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