Umbra Tech Used for Warhammer End Times: Vermintide
Subscribe:  iCal  |  Google Calendar
Helsinki FI   17, Oct — 25, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Paris FR   24, Oct — 27, Oct
San Jose US   25, Oct — 26, Oct
Latest comments

It is greate!

by Marco Baumann
1 hours ago

You should edit the dates: Blender 2.8 will be published in 2019.

by S E O Experts
3 hours ago

llo there mates, it is unlimited molded piece totally portrayed, continue with the broad work continually. Friv

Umbra Tech Used for Warhammer End Times: Vermintide
18 May, 2015

Umbra has made an announcement that their Umbra software development kit will be used to heighten the graphic quality and performance of  Warhammer End Times: Vermintide.

Fatshark has licensed the Umbra Cloud to make the new Warhammer game run more efficiently and at a faster rate on PC, Playstation 4, and Xbox One. The Stringray game engine, developed by Autodesk, was used to create the game and it includes Umbra’s occlusion culling tech which makes sure that only objects that are visible are being rendered. The outcome of that is a faster frame rate, smoother gameplay, and better graphics.

After evaluating Umbra, it became apparent that it was the best solution for our need. In many ways, using methods like Umbra’s has always felt like the ‘right’ or at least best solution to a complex problem. Now after we have gotten more experience handling the technology, we have also realized that it is not just about culling. We have come to see the technology more as an alternative representation of game data that is structured to be very efficient for a certain subset of problems. By integrating it in the Autodesk Stingray Engine for Vermintide, we are able to render at high frame-rates without sacrificing graphics quality. It has also sped up and simplified our production pipeline.


Rickard Blomberg, deputy CEO, Fatshark

Leave a Reply

Be the First to Comment!