Saturday, 17 February 2018

Progressing Towards 2018 - Part 4 : Debunking the 'PS2' Ridiculousness.

Hi everyone.

Earlier this week, Canuck Play unveiled Maximum Football 2018. If you haven't watched the announcement video already, you can check out the full 8 minutes here; 
https://youtu.be/YvD02stLykk

The announcement was hosted on our YouTube channel and Facebook page, as well as reposted in other channels. Combined, we had roughly 15,000 views in about 36 hours. Not really the numbers of a new Star Wars movie trailer, but for a small indie project, it tells us that we've caught people's attention. So thanks to everyone that took a look at it.
  
Along with many aspects of the core game play, Maximum Football 2018 had a complete visual revamp. The difference in visuals from 2017 to 2018 is staggering.

Yet even with the massive improvements, there are still some out there that make the comment - 'looks like a PS2 game'. I shake my head at this because I just don't get it. Maximum Football 2018 looks nothing like a title of that era. But, lets examine that comment for a moment.

From a purely technical standpoint, the PS2 would be simply incapable of rendering even a single frame of last year's title, much less Maximum Football 2018

Not only would it choke to death of the amount of polygons being pushed per second, but it would have no clue how to even process the lighting system. Even something as mundane as Maximum Football's 3D field grass would be impossible on PS2 hardware.

Maximum Football 2018 uses every modern graphics technique available for current hardware;
  • Linear Lighting? Check. - PS2? Gama based lighting only.
  • Vertix Shaders? Check. - PS2? No pixel shader support. Used custom Vector Units to transform vertices's by hand-written micro-code assembly. Extremely hard to write those shaders, they ran extremely slowly and they were almost never used.
  • PBR Texturing? Check. - PS2? No such thing.
  • Ambient Occlusion? Check. - PS2? No such thing.
  • Depth of Field Camera Processing? Check. - PS2? Faked it.
  • 4096 Texture Maps? Check. - PS2? Typical texture size was 512*512 with 1024 max.
  • Reflection Probes? Check. - PS2? Existed, sort of. Very slow and limited to 64*64 textures.
  • Light Probes? Check. - PS2? No such thing.
  • Full HD (1920*1080)? Check. - PS2? No such thing.
  • Hardware Physics System? Check. - PS2? No such thing.
  • Indirect Mesh Instancing? Check. - PS2? No such thing.
  • GPU Based Skinned Meshes? Check. - PS2? No such thing.
  • Real Time Light Based Soft Shadows? Check - PS2? No such thing.
  • 1.6 Billion Polygon's per second? Check. PS2? only 66 million / second.
  • 60 Frames a Second? Check.- PS2? Yes it was possible, but rarely achieved.
The list of technical abilities that Maximum Football uses is longer than what is above, but that's a short list of things that were not even invented at the time of the PS2.

Player Models
There's also a little bit of cheating going on when it comes to things like Player Models. One that takes the form of something called Level Of Detail (LOD). It's a technique that has been used for a great many years in the game industry, but something that the vast majority of casual observers, and even many hard core gamers, do not understand. The technique allows for switching visual components during certain portions of play given the current situation. When you play other football titles, the player models on the field during regular plays from scrimmage are no more detailed than what Maximum Football 2018 uses. 

However, when the camera zooms in close for replays or cut scenes, or when the studio needs a glamour shot for advertising, the games LOD system automatically swaps out the game play mesh to a much high resolution mesh. This usually happens when frame rate isn't as important. You want 60 frames a second running play from scrimmage, any other time that frame rate can drop to 30, you use high resolution meshes. These are technically 'in game' player models, but they're not the same ones you actually execute a play with.

Maximum Football 2018 does something along the same lines. During plays from scrimmage we use a lower resolution (lower detail) mesh to keep a steady 60 frames a second. Post play events we switch out to the higher resolution version. You can see the differences below;


Along with a higher level of detail on the mesh, Maximum Football 2018 uses PBR textures. PBR stands for Physically Based Rendering (again, nothing like it ever existed on the PS2). PBR textures are made up of multiple layered images. The basic diffuse (colour), along with normal maps for details such as the jersey material, specular maps allow for for each part of the uniform to reflect light differently, occlusion maps provide more depth, detail maps highlight items such as belt buckles and shoe laces. Each of the 6 layers of each uniform is made from a texture that is 4 times larger than the largest texture a PS2 could hold in memory. So there's that.

Lighting
Lighting in Maximum Football 2018 is also completely different from Canadian Football 2017 (and one that never existed on the PS2). This year's title uses Linear lighting. The technique gives a much broader range of light to dark. (image from Unity documentation).


Along with the improved lighting system, this year's title also uses a better system for casting real time shadows - again, not a system that would have worked on PS2 hardware.

Stadiums and Environments
Maximum Football 2018 increased the the polygon count of our game environments by upwards of 11 times. For example, the Vancouver stadiums level of detail rose from around 2,100 polygons to over 23,000 - for just the building. The typical stadium polygon level for a (then) AAA PS2 title was about 1,500. You can see more on the specifics of the stadiums further down this blog.

We even went so far as to more than quadruple the level of detail for the player bench area.

Spectators
During the PS2 era, sports stadium spectators were generally created using seating row length billboard textures. So you would have a texture that included the 25 to 30 people sitting in that one row, and that texture would be repeated countless times on the various 2D billboards that made up all the spectators. Late in the life of the system, these spectators eventually became animated by the use of a shader to swap the textures on the billboards. But they were still non-camera facing billboards, if the game camera found itself in a weird angle to the spectators, they would vanish.

Canadian Football 2017 used 2D billboards as well, but each spectator was a separate mesh with an animated texture. As well, each spectator faced the camera. Meaning it was impossible for the camera to get into a position where the spectator would not be rendered. So, while it used an older technique, it was still several steps up from the old PS2 method.

For Maximum Football 2018, we're now processing upwards of 45,000 (depending on the stadium) fully 3D and fully animated spectators - complete with their own individual 3D seat. And we're maintaining 60 Frames a Second on the PS4, PS4 Pro, XBox One X, and PC.

The Maximum Football 3D spectators took 1 person about 3 weeks to build and implement. This included designing the basic system on paper, developing simple prototypes to test methods and validate concepts, to creating the basic spectator mesh, creating animations, texturing, creating the seat, and finally working out the kinks. At that point the existing spectator system was ripped out of the game and this new one put in its place.

What was done in 3 weeks, other studios have had the luxury of months to build in the first place, and several game iterations to perfect over years

What does this all mean?
Okay then, so if Maximum Football 2018 has all the tools of 'those other guys' why do the graphics still look a bit behind? The answer to that is very simple - time.

Canuck Play is a very small team: 2 full time employees, 2 people working on an as-needed contract basis, and a student intern working 8 hours a week. Relative to other studios, we're beyond minuscule. And yet the scope of the project is the same as a team of 40.

Compare that to those other guys with about 40 people working on core game play. Another 30 or so working on the custom rendering engine used by the core game team. Another 20 working on customised tools. Another 20 building and managing the online feature set. They have a dedicated staff that does nothing but work on environmental effects such as rain and snow. They have a staff on the animation team that do nothing but fix foot placement in the game. Not to mention the massive marketing and licensing teams, and let's not forget the legion of QA testers.

Simply put, while large studios can spend 20 man hours working on a single stadium spectator t-shirt texture, we can only spend about 1 hour before we have to move on to the next thing. They have the luxury of spending 3 man weeks on a single stadium, we get 3 days.

At the end of the day it's not about the tech, it's about human resources. We are using the same technology (painting with broad strokes), but when you have the luxury of a multi-million dollar license from a mult-Billion dollar licensor and corporate sponsors falling over themselves to work with you, you can afford to have those sorts of resources.

Canuck Play is producing a non-licensed title with no corporate sponsorship, and so with that, I would put our visuals up against anyones.

So how do we fix that?
Well, the answer is provided by the problem. Canuck Play is always on the hunt for corporate sponsors and business partners. We would love to speak to individuals or companies that are as passionate about what we're trying to achieve as we are and can help us with the resources we need to accomplish it.

Thanks again for taking the time this rather lengthy edition of The Sidelines, and showing your interest in what we're doing with Maximum Football.

David




Monday, 1 January 2018

Progressing Towards 2018 - Part 3

Hi everyone.

Today is the first day of 2018 and so I thought it would be a good time to give a quick update on the progress of the Canadian Football 2018 game development.

Before we get to that though, we're going to be making an announcement about the game and showing off all the details of the 2018 edition towards the beginning of March. So stay tuned for that.

Going into this year's edition, there were two major goals; 1. Publish to the PS4 platform - and we're well on our way to that. 2. Completely revamp the game's visuals.

As part of our visual refresh, we're introducing completely new player models, the game's User Interface has been redesigned, as well, all the stadiums are being rebuilt.

To illustrate this, you can see below the partially completed but fully revamped 'Vancouver Stadium'. The differences, when compared to the 2017 edition of the same stadium, are striking. Both images are captured from inside the 3D modeller used to build them (not the game engine). I've switched on the display of wire frame outlines to better show the geometry. And as this is not the game engine, there are no shadows, ambient occlusion, or any other rendering post processing going on.

2017 Edition. Last year's version of this stadium used flat, angled, planes for the seating sections and steps between them. The seats were a simple texture. The concourse area is just a textured wall. The press box has minimal details, and the stadium rafters and roof sections are made of basic textured sections. The lights are also just textures. The total number of polygons (triangles) used for this stadium was about 2,100.
2018 Edition. Now, every seating section, and stairs, are stepped with each row having its own level. There will be several thousand individual seats added once inside the game engine. The concourse area is now fully modelled, including the support pillars that were just textured previously. Spectator and player entry tunnels are full geometry that extend back into the building. The roof rafters and supports are now full geometry rather than textures. The same is true for the light racks. The simple textures are now fully modelled lights. The total number of polygons (triangles) used for this stadium is about 23,300 (so something around 11x the number of polygons). Once the seats are included, this stadium is over 700,000 polygons.
These comparison images are intended to be just a quick update as to the progress being made on this (new) year's edition of the game. There's still a lot of work to be done, but I'm quite happy with the progress that's being made.

thanks for checking in.


Saturday, 9 December 2017

Canadian Football 2017 - December Update

Hi Everyone.

Just a quick note to let you know that the December update of Canadian Football 17 is now live on the XBox One and will be going live on Steam on Sunday (the 10th).

In this update;
  • [ALL PLATFORMS] Corrects an issue that could block a second controller from being recognized in 2 player games.
  • [PC DESKTOP] Now reloads all plays each time the game enters into the stadium, this prevents the need to restart the game completely after creating new plays from scratch.
 A complete breakdown of what the plan is for 2018 will be made public in the next few weeks.

thanks

Tuesday, 28 November 2017

Progressing Towards 2018 - Part 2

Hi everyone.
Below is part II of the dev blog series.

PS4 Update

I'm happy to announce that as of late last night (November 27) we had the latest edition of our football title up and running on PS4 development hardware.

Beyond the obvious controller branding, there are numerous fundamental code differences between the various platforms - code that works on one platform may not work on all of them - and so it takes some time to make changes to the code base to accommodate new platforms.

While there is still a great deal of work to do to get all the features working on all platforms, there was indeed a Happy Dance in the office when the title launched on the console and we were able to get into a game on the field. There's still a lot of work to do but we're well on our way and on schedule.

Graphics Refresh

Beyond the PS4 deployment success, we're also closing in on our final player model artwork. The game will feature different player model styles for different positions each with a much higher detail level than was shown in 2017.

It should be pointed out that the uniform layout is completely different from 2017 as well, with each player type having its own variation of the uniform file. So unfortunately, existing custom uniforms will not carry forward to new editions of the game.

Stadiums will also be getting a make over with more detail in the buildings themselves, but we're also working on a process to provide 3D spectators in the stands.  

Team & Roster Editor

Outside of the visuals, the team and player editing functionality is progressing on schedule. It is now possible to proceed into the edit mode of the game and rename teams and players, change player skill ratings, edit depth charts (on a formation by formation basis), and change a few other basics as well. For team and roster editing, it will certainly help if you have a keyboard attachment for your controller, but you can use the on-screen keyboard as well (it's just a bit slower to use).

Fan Fest

Via Twitter, it came to Canuck's attention that during last weeks championship game fan fest, the very first question asked of league executives was regarding our title and a professional license. While we've not spoken to anyone from any professional league office in well over a year, it's great to hear that fans of our game are raising the question. So to whomever it was that asked the question, thanks for your support.

thanks 


Sunday, 12 November 2017

Progressing Towards 2018 - Part 1

Hi everyone.

'Progressing Towards 2018' will be a series of short blogs that basically document the development process from this point until the release of the game next year.

While Saskatchewan was rolling over Ottawa on this playoff Sunday, the game was going through it's first stages of updates.
  • The game engine has been updated to Unity 2017.2 (the most recent stable release).
  • The game's User Interface now automatically swaps controller icons depending on the platform the game is running on.
  • Updated a couple of shaders to improve performance for DirectX 12.
  • Begun the process of adding the team and player editing screens but updating the title screen's menu.
  • Updated to the latest Steam SDK for the PC Desktop version.

Thursday, 9 November 2017

XBox One October/November Update

Hi Everyone.

The XBox One Update that was planned for late October has passed Microsoft certification and should be going live and available for download later today (November 9th).

To say this is a substantial update is an understatement. It's just about a new title (hence the extra time for certification). The full list of updates and changes are below;
  1. The game engine has been updated to Unity 5.5.4p4.
  2. Added a full Season Play Mode. This mode allows the player to play out a full schedule of games, accumulate individual player and team statistics, as well as progress through a full playoff tree. Note: Season Mode is a single player experience available primarily to the active profile selected from the title screen.
  3. Add a full Practice Mode that allows players to practice executing plays outside of normal game play.
      • Practice Mode is primarily a single player mode available to the active profile.
      • No achievements or stats are accumulated in this mode.
      • Practice Mode's on-field settings (such as the line of scrimmage) are not retained from session to session.
  4. The game now allows for playing under 2 rule sets;
      1. A full set of professional Canadian Rules.
      2. A subset of American football rules.
     
  5. Introduction of a completely new main menu design.
  6. Corrected a game crash issue. If a field goal attempt hit the goal post assembly and then hit a kicking team player the title would lock up. This has been corrected as any kick that hits the goal post assembly should be automatically be a dead ball.
  7. Corrected an issue with the CPU calling back to back time outs in certain clock situations.
  8. Corrected a texture issue with the Toronto stadium.
  9. Corrected the problem of offensive linemen 'jittering' while dropping back from the line of scrimmage. Pass blocking movement is much smoother now.
  10. Corrected an issue of the Right Guard not picking up the correct defender when the defense was in a 5 down linemen formation.
  11. Improved backfield blocking assignment logic.
  12. Corrected the issue of kick returners 'warping' into position to recover the ball if it bounced before they could catch it in the air.
  13. Corrected the issue of Defensive Backs on human controlled teams occasionally breaking off task after the pass had been thrown causing them to be out of position when the ball arrived at the target.
We hope you enjoy these additions and improvements to the game.

thanks

Thursday, 2 November 2017

PC Update

Hi everyone

Last week Canuck released a pretty substantial update to Canadian Football 2017. Multiple new game modes and new features added along with numerous other small changes.

Today we'll be posting another update to Steam that will address a few smaller items that cropped up afterwards.


  • We've corrected the issue of the Man 2 Man coverage dialog loading empty in the Play Designer.
  • Corrected the problem of offensive linemen "jittering" while dropping back from the line of scrimage during pass blocking. The pass blocking movement is much smoother now.
  • Corrected the issue of Right Guards not picking up the correct player when the defense is running a play with 5 down linemen.
  • Improved the back field blocking assignment logic.
  • Corrected an issue with kick returners 'warping into position should the ball bounce before they can field the kick.
  • Corrected the issue of playoff games that are still tied at the end of Over Time not continuing until there's a winner.
  • Corrected an issue of Defensive Backs on human controlled teams occasionally breaking off task after pass is thrown and ending up out of position.

The XBox One version of the game includes the majority of corrections noted above and is still going through the certification process. Our goal is to get the XBox update pushed live around the middle of November.

thanks