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Dual Universe Blog Showcases Graphical Upgrades Coming in Next Alpha Phase

Dual Universe
Written by Faiza Iftikhar

The Dual Universe site has been updated with another blog entry that sparkle the light on a few graphical improvements going to the following alpha build in the near future. Among things players can expect are higher resolution displays for planet surfaces, depth of field and motion blur execution using a middleware called Yebis, and the expansion of volumetric mists with no impact on performance.

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Here’s what NQ-Sirg, our Lead Graphics Programmer at Novaquark Paris, has to state about the work achieved so far with Yebis: “Dual Universe uses PBR and HDR rendering. To get without a doubt the most of this technology, we chose to coordinate a state of the art post-processing middleware. With Yebis, we had the capacity to easily implement an excellent sprout effect, optional depth of field, versatile exposure, optional motion blur, and different various other color rectifications that overall improve DU’s visual graphics.”

In any case, you’re not a big fan of motion blur, don’t stress. This visual effect is totally optional and can be handicapped through the options menu.

Dual Universe

Always one stage ahead. The PC is an incredible platform that has prepared for innovation in gaming for a considerable length of time. It’s no secret that Dual Universe is select to Windows PC and simply like the platform that invites it, we believe that our game is an extraordinary laboratory for innovation and ahead of its time.

Higher Planet Textures Resolution

For starters, we concentrated on a higher resolution display for the planet surfaces. In Dual Universe, one gigantic surface is used for Alioth in general. We created proprietary devices to upgrade the quality of what players can see. To sum things up, we increased the level of detail by 16! The fundamental benefit of this is that items and landscape in far sight are presently rich with detail and far less blurry.

Dual Universe

Depth of Field and Motion Blur implementation

In respect to the past decade, present game engines have made enormous strides in both quality and graphical improvement. Among the various techniques to improve visual quality and a further a feeling of realism, depth of field and motion blur take into account for fantastic effects with the significant sacrifice of performance.

Yebis is what we normally call a “middleware”; a brick of technology that handles the explicit task. It requires significant exertion, yet far less so than creating things from scratch. In the present case, it handles advanced optical impacts.

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Creating by Japanese company Silicon Studio, Yebis enables us to implement graphical upgrades rapidly and efficiently. Regardless we’re still tweaking things, yet the outcome speaks for itself as you can plainly find in the illustration below:

Here’s what NQ-Sirg, our Lead Graphics Programmer at Novaquark Paris, has to state about the work achieved so far with Yebis: Dual Universe uses PBR and HDR rendering. To get the irrefutably most of this technology, we chose to integrate a best in class post-processing middleware. With Yebis, we were able to effectively execute a beautiful bloom effect, optional depth of field, versatile exposure, optional motion blur, and different other color corrections that generally improves DU’s visual graphics.”

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Faiza Iftikhar

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