Thanks for sharing and detailed production breakdown
i thought there wouldnt be anything better than akeytsu for creating easy animations. im happy if i am proven wrong.
Keith, I just wanted to stop by and say: Thank you.
Umbra announced today that Eidos-Montréal has licensed the Umbra Visibility Solution for use in Deus Ex: Mankind Divided. Deus Ex: Mankind Divided is coming August 23rd, 2016 on PlayStation 4, Xbox One and PC.
Deus Ex: Mankind Divided directly follows the aftermath of the Aug Incident, a day when mechanically augmented citizens all over the world were stripped of control over their minds and bodies, resulting in the deaths of millions of innocents. The year is now 2029, and the golden era of augmentations is over. Mechanically augmented humans have been deemed outcasts and segregated from the rest of society. Crime and acts of terror serve as a thin veil to cover up an overarching conspiracy aimed at controlling the future of mankind… #CantKillProgress
The game is using Eidos-Montréal’s own custom made Dawn Engine, which has Umbra’s occlusion culling technology integrated into it to improve visibility optimization. Umbra’s technology is ensuring that only the visible objects in every frame are being processed and rendered. The end result being optimized performance ensuring the best possible graphics and frame-rate. Umbra Cloud’s scalable computation enables teams of all varieties to use the technology.
We are proud and happy to be a part of Deus Ex: Mankind Divided, truly a state of the art game and visually stunning experience. While often quite difficult for many occlusion culling systems, a world combining both indoor and outdoor environments is right up our alley.
Umbra runs on virtually any modern CPU and does not depend on any specific hardware or external software. It’s also available for a free evaluation on all major platforms.