MapHeader

Operation Health Diagnosis – Map optimization and lighting

07/26/2017 12:00 PM

This is part one of a three-part series on data clean-up and optimization. In this blog post, we will cover the work that is being done on maps.

Data Cleanup on Map Textures and Meshes (Kafe)

Over the course of the next year, we will be reworking the textures of every single map. We are starting with Kafe Dostoyevsky, our most expensive map in terms of memory-budget. We have been going through all the textures and meshes of Kafe, smoothing, optimizing, and standardizing everything we could. In essence, we are streamlining and reducing its overall memory footprint. Technical Director Olivier Couture put it this way:


“Imagine we have a box, and we filled it to capacity. It is difficult to improve on the items that you have in the box when there isn’t any space. With Operation Health, we are rearranging the contents of the box to give us more room to work.”


This is a first milestone that will allow us to optimize stability and frame rate, while maintaining visual quality.

Once these changes go live in Year 2 Season 3, you will notice a few material changes on Kafe, as seen below! We are targeting texture and meshes cleanup for all maps within the next year.

Kafe

Kafe

Lighting (All maps)

Rainbow Six Siege is built around the concept of a fully destructible environment. As such, we needed to develop a lighting system that works well in tandem with the changes that come from having that level of procedural destruction. To deliver this type of system, we use both dynamic lighting and static, indirect lighting. Not only that, but we also have multiple post-effects which control the brightness and color of what you see displayed on your screen. All of this works together to help build the atmosphere you enjoy in game.

All of that being said, we have heard your complaints regarding lighting, and how it can sometimes negatively impact your experience. We are currently looking at implementing the following changes.


Reduce the exposure value (All maps)

Initially, we wanted to use realistic values to have contrasted and realistic lighting, which works in the same way as a camera would in real life. Additionally, the bloom was intended to limit the effectiveness of Defenders peeking outside.

We are excited to tell you that we have completely reworked how exposure is handled on all maps, and reduced the exposure values. Bloom issues are now a thing of the past.

Exposure

Exposure


Sky model update (All maps)

In an effort to deliver a more immersive experience, we used procedurally generated skies tech from Assassin's Creed. This tech is great for providing us with dynamic time of day, but it wasn’t a perfect fit for our game as we only have two static times of day.

We will now be using image based HDR skies. This allows us to have more artistic control of the ambient lighting, as well as increase the overall quality of lighting in general.

Sky

Sky


BDRF update (All maps)

Updates are being worked on for our shading model, also known as Bidirectional Reflectance Distribution Function, which calculates reflections. It now matches the same model as our external texturing tool, which improves the workflow for our artists. What this means for you is that you will see an improved reflection quality in some materials, particularly in terms of glossiness.

We hope that you enjoyed learning a bit about what goes into the creation of a map, and more specifically the lighting. The next blog that we will be sharing with you will focus on our data cleanup for Operators! We would love to hear your thoughts on this blog, so join the discussion on Twitter, Reddit, Facebook, and the forums!

Recent News

[2017-11-02] White Noise - THUMB

Year 3 Panel recap

Ubisoft announces a third year of content and support for Tom Clancy’s Rainbow Six Siege

11/20/201712:00 PM

Read more

Thumb_Quarter Finals S3Y2

S3Y2 Pro League, day 1 : Quarter finals roundup

If you had the misfortune of missing them, here is a quick roundup of all the four Quarter-Final matchups that happened earlier today.

11/19/201712:00 PM

Read more

[2017-11-17] Pro League Header for LAN Preview

Season 3 LAN Preview

Let us have a look at some short previews of the four Quarter-Final matches we’re going to be seeing on the first day.

11/17/201704:00 PM

Read more

[2017-11-17] (Pro League) Rainbow Six Siege Invitational 2018

Qualifiers for the Six Invitational start on December 6th

Rainbow Six: Siege players should mark December 6th on their calendar since it’s the starting date of the Six Invitational qualifiers!

11/17/201701:00 PM

Read more

[2017-11-16] Vigil - THUMB

OPERATION WHITE NOISE - NEW OPERATOR: VIGIL

Operation White Noise brings you two new operators from the Republic of Korea and the famed 707th Special Mission Battalion.

11/17/201712:00 PM

Read more

[2017-11-16] SUNDAY COMICS BUNDLE - THUMB

SUNDAY COMICS BUNDLE

Battle in full color with the Valkyrie Sunday Comics Bundle.

11/17/201712:00 PM

Read more

[2017-11-12] Dokkaebi - THUMB

OPERATION WHITE NOISE - NEW OPERATOR: DOKKAEBI

Operation White Noise brings you two new operators from the Republic of Korea and the famed 707th Special Mission Battalion.

11/16/201712:00 PM

Read more

Caviera_Bloodwood_650X366

CAVEIRA BLOODWOOD BUNDLE

Conceal your position with the Caveira Bloodwood Bundle.

11/14/201703:00 PM

Read more

ProLeagueMapSeason3

PRO LEAGUE GOES GLOBAL UPON SEASON 3 FINALS IN SAO PAULO

Rainbow Six Pro league goes global upon its Season 3 Finals in São Paulo

11/14/201712:00 PM

Read more

Mira/Capitao Challenge (thumb)

Capitao & Mira Birthday Challenge

Wish Capitao & Mira a Happy Birthday with the Ubisoft Club Challenge

11/14/201712:00 PM

Read more