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GPU-Based Procedural Placement in Horizon Zero Dawn

​Jaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player.

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guerrilla-games.com
3355d ago Replies(1)
Liqu1d3355d ago

This seems to work pretty well, I wonder if more games will use this technique.

Timesplitter143355d ago (Edited 3355d ago )

Unity mentioned in its GDC presentation that they are making a system where neural network AIs will procedurally assist level artists in creating terrain, forests, etc.... so I'm guessing it'll become a common practice in the near future.

One thing I'm worried about, though, is that it'll start becoming very noticeable when something was procedural and when something was hand-crafted, once this feature becomes widely used. It's a very 'quantity-over-quality' ; kind of approach, which I'm not a huge fan of

Eonjay3355d ago

I think you are describing something different. What you are describing is procedural creation.... like instead of having a human artist, you have a computer artist. Neither of these methods are the same as procedural generation you know of from a game like No Man's Sky. Horizon and the Unity methods are both definite level structures. where as one is just generated based on some algorithm. At least, this is the way I understand it.

Timesplitter143355d ago

All of those things are different flavors of procedural generation. NMS is almost fully procedurally generated, but HZD and Unity's tools use procedural generation to complement the level artists' work (instead of replacing it completely)

Wallstreet373355d ago

This has so worked well for them. I love Horizons open world and how dense it is with enemies all around compared to other rpgs games where your running for miles to fight the same, few enemy characters. Horizons open world is IMO the best open world I've played.

phoenixwing3355d ago

I agree on that front. I run into creatures and robots all the time. They're not respawning annoyingly as the same sets of creatures yet they create a sense of a dense world. I think guerrilla games has provided somewhat of a mini breakthrough for the open world genre with this type of rendering.

mogwaii3355d ago

The same enemies respawn in the same spots all the time!

Pintheshadows3355d ago

They don't actually Mogwaii. Usually what happens is you'll go to a shellwalker site, and they'll be flanked by Watchers. Then, if you go back again, they'll be flanked by Longlegs. And if you go back again it may be Sawtooths and Longlegs. Or, on one occasion, a ravager, 3 shellwalkers, 2 longlegs, and some watchers. All at the same site.

It is pretty cool. The weather disguising loading areas is excellent as well. Very smart.

WickedLester3355d ago (Edited 3355d ago )

I love the world. I just wish I could interact with it more. The Witcher 3 spoiled me in this regard. You can go into virtually every building in Witcher 3. You can submerge and explore under water. You can interact with more random objects too. Horizon is way more restrictive in this regard.

Wallstreet373355d ago

That is definitely one of its few down falls. That and the water animations and lack of physics.

nowitzki20043355d ago

They are both really special games. I like Witcher 3 a bit more. The variety in the world, characters, enemies, quests, etc. was really amazing in Witcher 3.

goathouse7743355d ago

This is a lot of technobabble to me -- what's the takeaway? How is this different than what other developers do?

zivtheawesome3355d ago

the tech is that while other developers are putting all the objects in to the game directly, GG with the help of specified algorithms and parameters calculate the location of objects, which free's up a lot of power to use.

goathouse7743355d ago

Thanks for the comment. I guess I already sort of got that part of it -- more just wondering how using math to decide where a tree (or series of trees) goes, is any more efficient than an artist dictating that beforehand.

Pandamobile3355d ago

It doesn't really free up power on the console, it frees up manpower during development. None of this is really happening at run-time. It's part of Guerrilla's terrain decoration pipeline when authoring the game, they input some hand painted maps that define which areas should have biome characteristics. And because the placement of the world geometry (plants, trees, rocks, etc) is applied to the world based on some defined parameters, a few artists can create huge areas of the world.

Most studios that do open world games have something like this already for adding density to the world, the key difference here is that Guerrilla opted to use GPU resources to speed up some of the processing at author-time.

goathouse7743355d ago

@Pandamobile Thanks for the explanation!

zivtheawesome3355d ago

@Pandamobile
i am pretty sure it does free up some power actually. also makes the size of the game much smaller.

Timesplitter143355d ago (Edited 3355d ago )

It doesn't "free up power"; it saves time.

Instead of having level artists place everything in the game manually, a script places them procedurally. But in the end it requires the same amount of resources when the game is running. This is a step that is made before they actually build the game for release

The "GPU" aspect of it means that instead of making a level-generation script that is run on a CPU (like they normally are), the script is run on the GPU, which is much faster at executing simple-but-massively-parallel tasks

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gbsrnctaln3355d ago

Why call Van Muijden a Jap? Seems awfully racist.

mogwaii3355d ago

Would calling an american a yank be racist?
Would calling an australian an aussie be racist?

G20WLY3354d ago (Edited 3354d ago )

No, and I'm totally with you on this, but the media would never dream of calling a man from Pakistan and Paki, because that IS deemed racist. I've never been able to work it out either. Turkish turks, Swedish Swedes, British Bits, yet abbreviation certain nationalities is 'racist', smdh.

I guess this guy is pointing out you should either do it for all or do it for none. This is why racism is a pain in the arse - people get carried away with it and start hunting for something to be offended by.

Btw, can I call you 'mog' for short? ;^P

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