Very impressive Japanese Game Engine used by Square Enix

I was googling for Unity image effect reference when I happened upon this company that produce several lines of middleware products…
First up:

YEBIS 2
Real-time post processing effects middleware






Then:

OROCHI
The all-in-one game engine
http://www.siliconstudio.co.jp/middleware/orochi/en/product/library/











Some more screenshots where they talk about the engine:



The thing about this engine is that it reminds me a lot of Unity… except its a little bit more polish visually (with nifty utilities that are similar to the ones you can find in the Unity Asset Store) and at the same time its also very rough around the edges. It seems to be aiming similar to Unity - trying to be multi-platform and targeting DX11 and OGL ES 2.0+ mobile devices.

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Yeah I saw the tech demo for this engine a little while ago. So impressive. :slight_smile:

amazeing… lol

If we can one day make artificial simulations that are indistinguishable from reality (and at this rate we will be able), then it’s possible that hundreds of thousands of years have passed since recorded history and countless different reality simulations have been made like the matrix. It is mathematically more likely that we are in a simulation ourselves rather than being the one original reality.

Hm.

I saw the tech demos awhile back. It looked very impressive if it was real time

it is realtime

That looks like in house engine, anyways, square Enix are doomed. FF it’s not the same anymore, they should leave Enix .

Highly unlikely… there profits are up from last year.

Anyway, this looks great, I saw the demo but I think they show the PC version maxed and then the other versions will be massively shit compared… (PS vita I’m looking at you!)

Oh and there are flaws… they should not have shadows when there invisible.

So are we even real, or just fine tuned code . Are some of us code and some of us batteries .

Then again you have to keep in mind that great civilizations tend to collapse , like Rome .

I guess it depends on why they are invisible. Something that simply projects the image around them onto their clothing would still have shadows underneath…

someone tested it?

http://www.siliconstudio.co.jp/middleware/yebis/en/trial/download/

Watching the showcase videos, they are clearly very proud of their light flares. :confused:

I’ve got most of this done in the simian framework I have, it’s capable of a lot of effects all playing off each other (similar to a deferred render but manually done thanks to render textures, and a few tricks). All this is doable in unity today, but unfortunately the biggest issue is always the time taken to create a framework and shaders for the epic look you’re looking for.

In short, its hard work. Tools look a little too un-user friendly for my tastes at the moment, but its still my fave “look” of current AAA engines out there :slight_smile:

What? so you could have this quality graphics in Unity? could you post a screenshot!?!

I can appreciate the technology but would not buy games which look like post processing showcase. Yech.

Yes. Unity provides a renderer, it’s up to you what you render with it.

Other engines look “better” because they have cooler stuff out of the box. Engines which allow lower-level access to the rendering system might let you implement things in a more performant manner, but I’m not experienced enough at effects programming to know.

Orochi is amazing, but almost all its tools and docs are localized for japanese devs only.
The other one, all I saw and know about it is that most of its tools are based on Autodesk Maya, very customized, modified Maya package.

Screenshots or it didn’t happen !

You’ll have to buy our games to see them :slight_smile:

What you are seeing with this engine is the result of hard work. For example you will have a lot of power the moment you render to a texture. From that you know what is light, what is dark. You can use mipmaps or render to a smaller texture for blur, for threshold (light sparkles) and other tricks. You can render the final composite onto another mesh for the end post fx - and all this can be done on mobile with reasonable framerates (I imagine not with shadows so something will have to give on current hardware).

I don’t know what is more sad - users being surprised at this being done in unity, or the fact people are unaware unity can do this in unity pro out of the box with some careful tweaking. The reason we are essentially duplicating unity’s own post fx with our own twist on it is because of speed, our versions are less accurate, take more time to author (tweaking specific FX meshes for example) and so on, so we can get a good looking mobile engine up. In The other Brothers, we’ve got an array of these effects already, although retro doesn’t show it off that good. Stuff like vignetting, colour tinting, screen burn, it’s all in there but played down. And it works nice on mobile.

The question isn’t “can unity do this” but “how to make it fast in unity” and “how much does all this artwork cost?”

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