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Tuesday Mar 24, 2009
Empire: Total War Team Q&AWith Empire: Total War currently flying off shelves around the world, we spoke to several members of the Creative Assembly to get their thoughts on the game and spill the beans on their winning tactics! Can you please introduce yourself and tell us about your role on Empire: Total War? Mike Brunton – My name is Mike Brunton and I think my current job title is Head Writer and Senior Designer, but who can say? According to some the words “paranoid” and “curmudgeon” may appear in there as well, but I say in reply: who are these little bastards, and why are they following me around? Lee Cowen – I’ve been at CA 10 years in May. So I’m a veteran of the company having been on the 2001 Rugby World Cup game, followed by the PS2 version and then onto Rome: Total War where I was the campaign map guy. Following this was Barbarian Invasion and Alexander and now Empire: Total War. On Empire: Total War I’m part of the battle team responsible for all the naval combat that is the cannon fire, the crew and the ship locomotion. My other main job was the battlefield buildings. Getting them from our 3d modeling app onto the terrain and creating the internal structure logic of the building. Jerome Grasdyke – Hi all, my name is Jerome Grasdyke and I’m the lead programmer on Empire. Kevin McDowell: Hi all, I’m Kevin McDowell, Lead Artist on Empire TW. I co-ordinate and manage the art team and supply art direction. Tom Pickard – Hi, I’m Tom Pickard and I’ve been on the total war team since the summer of 2006. I’ve been working on the campaign map primarily since I arrived and have been involved in most stages of its development over the past 2 and a half years. I am a big Total war fan so as you can imagine landing a job on the TW team and having to not mention a thing about it for 2 years till it was announced to the public was pretty hard… Pawel Wojs – My name is Pawel Wojs and I’m an artist on Empire. James Buckle – I’m James Buckle, Senior Tester and Internal Support Lead on Empire. I walk around QA and whip the testers with a cat if they’re bug count gets too low. Sometimes, between whippings, I like to drink a nice cup of tea and play the game. Mark O’Connell: I’m the PR and Online Manager for Empire: Total War and have been with the Creative Assembly since September 2006. Some of my responsibilities include press and community events around the world, running our websites, speaking to our lovely community and spreading the word about all things Total War. I also did quite a good job on the company Christmas tree last December! Which part of the game are you most proud of? Mike Brunton – I’m quite chuffed I managed to use the words “genuphobe”, “tympanitic”, “air loom”, “jugs” and “pie-shop hussar”. Actually, I’d like to see “Pie-Shop Hussar” on promo T-shirts – maybe I should ask… I’m also quite pleased that the original tech tree, buildings and army lists from my early drafts of years ago survived reasonably intact into the published game. Quite a lot of the development process ends up developing stuff out of existence as needs and targets change, but in this case it looks like the first stabs were going in mostly the right direction. They’ve been extended, tweaked and polished since by many hands (some of them under the conscious control of their owners!), but that’s the nature of development. Lee Cowen – The gameplay involved with making the naval battles fun to play. It’s not everyone cup of tea but the demo seems to have gone down really well in the community Jerome Grasdyke – Whoa, where to begin? Empire’s such a rich and varied game that it’s really quite hard to pick a favourite feature… I guess I’d have to go for the new campaign map, which I think has worked out really well. It gives the artists a lot more control over the look of the map, and they’ve definitely made great use of it in places like India and the Caribbean. Kevin McDowell: The new campaign map is a really big step up from what we have had in the past. The ships are wicked too. Tom Pickard – On a Personal level, I’ve been involved with the campaign map pretty much from the start, when I arrived the concepts we’re done and the project approved so it was a case of getting down to it. It being a massive aspect of the game to work on and have a chance to influence the direction of the campaign map as we move into a non tile based design was a great experience. The campaign map for at least a year and a half was somewhat of a minefield of new features and experimental tech, a lot of new coders and new ideas mixed with a now un-tiled handmade map, made in 3d Max(…. that one took a while Pawel Wojs – Literally every aspect, the game as a whole. I’ve seen it grow for the past 3 years, having played it to death, I still can’t get enough of it, and I’ll be playing it compulsively for a long time to come. James Buckle – It’s hard to pick out any one feature, it’s just a big pile of awesome. But I think the naval battles really stand out. Few games have tried it and fewer have made it work. We’ve managed to capture the essence of naval warfare and make it fun on our first attempt. Building your first 1st Rate, sending it into battle and seeing it blow the crap out of an enemy ship with a single broadside is a really satisfying moment. Having said ship attempt to board a pirate galleon only to be repelled, set on fire and blown in two by its powder magazine is a little less satisfying. Damn those pirates and their wily pirateness. Mark O’Connell: I love the entire game and it’s been an honor and a privilege to work with the talented team that created it. That said, I am particularly excited with what has been achieved with naval battles. I still can’t help but be impressed with the level of detail and depth of the new mode, which stands shoulder-to-shoulder with the other modes in the game. It’s also a lot of fun when a well-placed shot causes your opponents ship to blow up! What is your favorite faction to play as and why? Mike Brunton – I’m going to be dull and say the British, but that’s only because I know where to find Britain on a map, mostly. My grasp of geography south of Doncaster is a little vague. It’s a wonder that I ever find the CA office some days. Lee Cowen – I’m currently playing Road to Independence Episode 3, so I have to say America. I’m very much into US history and politics anyway and our game fits perfectly into that. It’s good that we went ahead with RTI as it really helps with learning the mechanics of campaign map. As I was the campaign map coder on Rome and have had little to do with that side of the game this time around, it’s interesting to compare the differences. There is so much more to it now, it’s scope is massive in comparison. Rome’s campaign map was much smaller. Basically it was myself full time, plus 2 or 3 other programmers. Jerome Grasdyke - Usually I play as the United Provinces. It’s a good challenge since you start with few territories, but you’ve got money, some targets close by and a presence in all three theaters. I like the Ottomans as well as they’ve got quite a few colorful units which are fun to experiment with. Kevin McDowell: Sweden’s fun, you’re in your own little corner, and there are lots of different ways to break out of it…you play a land or sea game, it’s up to you. Tom Pickard - Well… I do love playing Prussia as a faction, but when I had a campaign where I allied myself with Austria and invaded Poland and France in swift powerful moves before I was stopped as I marched towards Moscow…. sounded a little too familiar for me… So then I played as Sweden and found them to suit my style of warfare, controlling the Baltic and invading Russia (sorry Russia I seem to pick on you whenever I’m an eastern/Northern European faction) Struggling with my economy until I secured enough trade deals and regions I’d captured became well enough behaved to tax properly. Before sweeping through Denmark into the thick of Europe’s elite armies. I’m going to plug for Sweden with Prussia a close second… Pawel Wojs – The Ottomans! Out of all the factions I’ve played they are pretty much the toughest on the highest difficulty settings, I challenge anyone to play as the Ottomans, without saving and reloading when everything goes wrong. James Buckle – That’s a tough one, I’ve had a good run on all of them and each one is a different playing experience. I’ll probably go with the United Provinces. You have a foothold in both the American and Indian theaters right from the start, bringing in lots of trade. Your home region is sat next Westphalia, Bavaria and Hannover, so you have lots of minor factions to stomp on. Of course, it’s not all roses, if you pick on the wrong little guy and he’s allied to one of the heavyweights you’re in trouble. France and the UK are right next to you. Pick a fight with them and they will raid your trade routes, blockade your ports and generally ruin your day. Mark O’Connell: I have probably spent the most time with the British. Being an island nation they are pretty well protected in the early game and you can work on establishing a foothold in the United States. They also have an excellent navy, which is ideal for suppressing pirates and setting up trade routes abroad. I have also really enjoyed playing as the Marathas because of their unique units and setting as well as the United Provinces when I fancy a challenge! Have you got any tips or winning tactics that you’d like to share? Mike Brunton – Don’t spend all your money. Keep up with the Joneses (as it were) with tech research. And never, ever, do what I did (repeatedly) and put your immovable saker cannons in a spot where they can’t hit anything. That’s really stupid, I can tell you. And remember to go fish mining - no, hang on, that’s in one of those MMORPGs, isn’t it? Lee Cowen – Keep your ship’s in formation or you’ll end up micromanaging every single ship. Cross the enemy’s line if their sails are up and chain shot them. Jerome Grasdyke – At the risk of stating the obvious I tend to pile in with superior forces – my victories are mostly won on the campaign map before I even get around to fighting the battles. That does mean actually paying attention to diplomacy in this game though. Kevin McDowell: No. Loose lips sink ships. Tom Pickard – Strong Allies, Aggression, and knowing when to run away and save your troops. Also one of my weaker aspects is my economy, most of my wars become bloated and once a campaign is completed I have to slash army numbers just to balance books… Not good when you’ve just declared war on France and its allies, and failed to take Paris. Pawel Wojs – Don’t underestimate the effectiveness of melee, even in this period and especially if you have elephants in your army :p. Play RTI even if you’re a total war vet, you won’t be disappointed! Also build up a strong economy, and protect your trade routes at all cost! James Buckle – Some of the tactics I used in the previous games don’t work in Empire as it’s a different kind of warfare, but most of them can be adapted. One that still works and is as old as the hills, is to stack units on one flank and then wrap around the enemy line. The cross fire it creates will ripe the enemy units to pieces. Unfortunately, this tactic tends to fall on its face when the enemy has greater infantry numbers. I leave you to figure out how to get around that problem. A sneaky tactic I sometimes use is to attack the flanks with galloper artillery. I hide them in the woods to the side and wait for the enemy to line up, once they begin firing, pop up on their flank and fire straight down the line. The effect can be devastating, whole rows of men get wiped out by canon fire. If you can get it in close, hit them with canister shot, it’s brutal. Be aware of their cavalry units, they will often be floating around on their flanks and, if ignored, will quickly obliterate your artillery and with them any chance for victory. The new naval battles gave me a headache for a while, it’s a new aspect of the game so I couldn’t adapt old tactics in the way I did for the land battles. This took a quiet a while. A great tactic when you’re outnumbered by smaller ships, which happens a lot with all the pirates around the place, is to sail away from them in a zig-zag. As they follow you, turn into them and fire chain shot at their sails, then turn away and reload. With their sails torn to pieces they will fall away. Keep this up and as each ship is immobilized it will be left behind by the chasing pack until you have a whole fleet of strung out and disabled ships. You can now turn around, park out of range of their guns and shred them with round and grape shot until they surrender and leave you with a tidy little prize. Mark O’Connell: In naval battles, set a couple of your ships up sideways in the deployment phase. Then unleash a devastating assault of chain shot as your enemies move into attack. It’ll leave them sitting ducks in the water as their masts come crashing down into the sea. Then you can maneuver your fleet to catch them in deadly crossfire of round and grapeshot. Here’s another tip – select any unit during land battles and press the ‘Insert’ key. It’s awesome. Finally, do you have any messages for our community? Mike Brunton – Thanks for being so informative and enthusiastic/keen/mad for it/vaguely threatening (delete as appropriate) in your posts over the years. Now go and enjoy yourselves playing the game! Lee Cowen – This is one of the largest games ever written, with massive scope, so bear with us if you have any issues, we always consider your comments. Just enjoy what’s great about the game. Jerome Grasdyke – Just to remember to take it easy, and enjoy conquering the world (again). And also, that Total War would not have become what it is without their enthusiasm and support. Kevin McDowell: Have fun! Try playing different nations. There are lots of different play styles available. Tom Pickard – First, I hope you enjoy, and I hope it’s as much fun for you guys to play it as it has been to make. I’d also like to take this to address a one of the things I’ve seen repeated on the forums (see we do read them Pawel Wojs – Enjoy! We’ll look forward to your feedback, in the forums. James Buckle – See if you can find the kittens. Mark O’Connell: I would like to personally thank each and every one of you for your feedback and support throughout the duration of the project. We have a lot more planned in the coming months so stay tuned to www.totalwar.com for the latest information. Oh, and thanks for reading!
Posted by Kellie in Empire: Total War on 9:34:41AM Mar 24, 2009 |
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Thursday Mar 19, 2009
Modding Empire: Total WarAt the Total War blog, Mark has posted an explanation and some tips for creating Empire: Total War mods. We’ve already seen mods being created, and there’s clearly a demand for more. The mod dev package is coming, but in the meantime, here’s how to work with the modding system, not against it. Using this knowledge, you can avoid breaking things released by CA in the future.
Posted by Kellie in Empire: Total War on 8:37:56AM Mar 19, 2009 |
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Tuesday Mar 17, 2009
Empire: Total War Special UnitsFor those of you that have got your hands on either a pre-order exclusive unit or the Empire: Total War Special Forces edition, here is a guide on how the requirements for getting them in-game. Pre-Order 1: Deaths Head Hussars Pre-Order 2: USS Constitution Pre-Order 3: Dahomey Amazons Special Edition Units To make things clearer, we have also produced two reference tables for you to download: Special Units 1 Special thanks to Mark and the Total War Blog for this information!
Posted by Kellie in Empire: Total War on 11:45:54AM Mar 17, 2009 |
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Friday Mar 13, 2009
Weekly Roundup for Empire: Total WarNews and reviews for Empire: Total War have been flowing in this week. Although some people have experienced problems, most everyone seems to be enjoying the game. I’ve even read comments and tweets about people skipping eating, bathing and sleeping to play! Please, conquer responsibly. Patches and Help Steam released a patch for Empire: Total War this week. The patch will be applied automatically when your Steam client is restarted. Here’s what’s changed:
If you are still experiencing problems with Empire, our customer service team is here to help! You can check our knowledge base for a quick fix, but if that doesn’t do the trick, you can file a ticket about your issue. This is the best way for you to get your issue solved and get on with playing. Reviews & Giveaways I’ve been tweeting reviews and giveaways as they come in, and here they are in a convenient roundup form. If you see any reviews you think we should know about, you can leave them in the comments or send them to us on Twitter. Don’t have your copy of Empire: Total War yet, and want to win it? You’re in luck — BuzzFocus is givng a copy away! Hit up that link for all the rules and to enter the contest. You’ve got until April 2nd to get your entry in. TrueGameHeadz gives Empire: Total War 4/5 stars, calling it “the best game in the Total War series”. PC Gamer gives Empire: Total War a 94/100 and a “Must Buy”. The US version of the magazine is on stands now, and has the full review. The UK version is online (that’s the link) and they gave it the same score. “We cannot do anything other than play Empire, compulsively, obsessively.” IGN AU lists 10 things you need to know about Empire: Total War. This article made the front page of Digg this week, too! Now, I’m no history buff — in fact, it’s my worst trivia category. But I appreciated that IGN AU called attention to the historical accuracy of Empire, including the plants and moustaches. Because everyone loves a historically accurate moustache. Pocket Lint gave the game 9/10, saying it has “some of the most sumptuous graphics ever witnessed”. Inc Gamers calls the game a “masterpiece”, and gives it a 94. Keep those reviews coming! If you see one you think we should know about, let us know in the comments.
Posted by Kellie in Empire: Total War on 12:40:03PM Mar 13, 2009 |
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Thursday Mar 05, 2009
Reviews for Empire: Total WarEmpire: Total War went live on Steam and in stores this week, and the reviews are starting to come back in. We’re thrilled that the reviewers love the game, and hope that you do too. I’ve been looking around online for people’s comments on the game, but I’m finding that people are too busy playing to post much. I’m guessing that’s a good sign. Anyway, on to the reviews! (All emphasis/bold in the reviews is mine, not the reviewer’s.) Gamespy
Gamespy gives the game 5/5 stars with an Outstanding rating and an Editors Choice award!
1up
1up’s reviewer gives the game an A-, and the average of the 1up editors and reviewers is an A+.
Game Informer Game Informer’s reviewer gives it a 9.5, and it also gets a 9.5 on the second opinion.
More reviews as they come in. We’ll be posting links to reviews in our twitter feed, and posting them in groups here on the blog. If you see a review we should feature, send us the link by commenting on the blog or tweeting it to us.
Posted by Kellie in Empire: Total War on 3:46:32PM Mar 05, 2009 |
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Thursday Mar 05, 2009
Solving Common Issues with Empire: Total WarWe’ve noticed some common issues as people begin to install and play Empire: Total War. The helpful folks in our customer service department have just published a new knowledge base article with answers and tips to help you along.
Hopefully this answers your questions. If not, you can post your query to the Empire: Total War forums or contact SEGA customer service directly.
Posted by Kellie in Empire: Total War on 10:50:26AM Mar 05, 2009 |
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Thursday Mar 05, 2009
Tune Your Graphics Settings for Empire: Total WarSo you’ve bought your copy of Empire: Total War and started playing. But now you’re wondering if you can adjust the graphics settings to make the experience even better. Wonder no more! Richard Gardner, the Graphics Lead at Creative Assembly (developers of Empire: Total War), is here to walk you through the nitty gritty of graphics settings. This article is also posted at the Empire: Total War blog where you can see FAQs about the game and more! Tuning your Graphics Settings
ETW is built on a brand new rendering engine, internally code-named “Warscape”. The Engine is DirectX9-based, supporting both Shader Model 2 and Shader Model 3 graphics hardware. Supporting Shader Model 2 hardware has proven to be very challenging, requiring scalable content, SM2-optimized alternate shader paths, and a host of careful optimizations to squeeze out the most from SM2 cards. The result is an Engine that scales down to hardware ~4 years old – no mean feat for a game of this complexity. The focus of this article is on tuning your graphics settings, so I won’t go in-depth on Engine features, unless doing so helps communicate the impact of each setting. So let’s talk about the Settings UI. Keen players will have already noted that the In-game graphics settings UI (i.e. the UI shown when in a battle or the campaign) is a subset of the Front-end graphics UI, with some options missing from the in-game UI. Here’s a handy table showing you where these wee beasties live. Graphics Settings Availability Option: Resolution – Front End and In-Game Windowed - Front End and In-Game Vertical Sync. – Front End and In-Game Gamma – Front End and In-Game Brightness – Front End and In-Game Shader Model – Front End Texture Quality – Front End and In-Game Texture Filtering – Front End and In-Game Anti-Aliasing – Front End and In-Game HDR – Front End and In-Game Shadows – Front End and In-Game Hardware Shadows – Front End and In-Game Volumetric Effects - Front End and In-Game Depth Of Field – Front End and In-Game SSAO – Front End and In-Game Distortion Effects – Front End and In-Game Unit Size - Front End Unit Detail – Front End Trees – Front End Grass – Front End Water – Front End and In-Game Sky – Front End and In-Game Building Detail – Front End Ship Detail – Front End Particle Effects – Front End The reason why some options are missing from the in-game graphics settings UI is due to internal engine limitations – in some cases we don’t retain enough internal data to switch settings on-the-fly in-game e.g. for buildings on low quality settings we discard the highest level-of-detail for buildings at scene load, making it difficult to reload efficiently with high Building Detail setting. So let’s look at each setting and review how it impacts the game. Resolution (List) As you all probably know already, the more pixels you draw per frame, the more GPU-power you need, so as a general rule, pick the lowest screen resolution that you can. The minimum resolution we support is a humble 800×600, clearly this resolution is of no interest to most gamers, but if you’ve got a SM2 card with barely enough texture memory to meet the min spec (256MB) then you may find that playing in 800×600 rez gives you a much smoother frame rate. For most folks though this low rez is of little interest. Windowed resolutions are pre-picked, full screen resolutions are determined by your graphics hardware. Out of the Box we’ll run in full screen and default to your desktop resolution. We support all common widescreen formats. Top Tip: Most monitors have a ‘native resolution’, a resolution at which the screen pixels map 1-to-1 with the elements of the display. At this resolution, running in full screen, your game will look crisp; at other resolutions the display hardware will need to scale pixels to map onto the screen elements, which may impact the crispness of the resulting image – though typically you will only notice this on UI text. So have a dig around for details of your monitor and see if you can see any difference at the monitor’s native resolution. Windowed (Check Box) I strongly recommend that you run the game in full screen always, you’ll generally get better performance versus windowed mode, and your graphics card will have exclusive access to the available video memory, not such an issue on Vista, but generally recommended and very significant on XP. If you do run in Windowed mode, then kill off any other DirectX apps in case they’re stealing precious video memory resources. Vertical Synchronisation (Check Box) When you are full-screen, enabling this option limits the frame rate to the monitors refresh rate, avoiding tearing that you may see with this option disabled. My recommendation is to run with this off, as the tearing is usually only occasional and minor, and you should get higher frame rates with this disabled. Gamma/Brightness (Sliders) These are standard controls that allow you to balance the game’s colour response to better match your monitor or personal preferences. Shader Model (Drop-down, Shader Model 2, Shader Model 3 (Low), Shader Model 3 (High)) In short, a card that supports Shader Model 3 is capable of rendering many instances of the same geometry very efficiently, compared to Shader Model 2. If you have Shader Model 3 support then don’t use Shader Model 2; Shader Model 2 is slower, less efficient, and visually less pleasing. If the two Shader Model 3 options are disabled, you have a relatively old graphics card that doesn’t support SM3 – if you can find spare cash then a wise investment would be an upgrade to a SM3 card – of which there are many options to choose from. I won’t make any recommendations as it’s a matter of budget and personal preference. We’ve provided two flavours of SM3 for your enjoyment. The Shader Model 3 (Low) setting runs the high performance Shader Model 3 instancing path, but does so with a set of light weight Shader Model 2 shaders, so you benefit from the enhanced performance of instancing, but with less visually complex detail across-the-board, so you win on fame rate – sometimes by as much as 8-10fps, depending on your rig. The Shader Model 3 (High) setting runs with instancing and our high quality shader path, which delivers the most realistic in-game graphics, but uses the most GPU horsepower. Texture Quality (Drop-down: Low,Medium,High,Ultra) This is a key setting both in terms of visual fidelity but also for your texture footprint. By setting this to anything but Ultra you are telling the engine to throw away detail from the texture maps. A Texture is comprised of a set of 2D images, from the highest detail e.g. 256×256 pixels in size down to the lowest detail – 1×1. Each level of detail is known as a “MIP”, and each MIP Level is a power-of-2 smaller in each dimension e.g. a 256×256 texture has 9 MIP Levels: [256x256,128x128,64x64,32x32,16x16,8x8,4x4,2x2,1x1]. The highest resolutions are seen close up, the lowest resolutions far in the distance. Your Texture Filtering setting determines how the hardware interpolates between MIPS. So, with this in mind, each Texture Quality level corresponds to throwing away one or more MIP Levels. At Ultra you see the best textures, nothing is thrown away. High settings causes the highest Level to be discarded – the [256x256] level in the example above. Medium discards 2 levels e.g. [256x256 ,128x128] Low discards 3 levels. Discarding Textures in this manner can free up considerable video resources, but comes at a cost of visual richness – as the lower MIPS can look blocky and very SNES-like. Texture Filtering (Drop-down Bilinear, Trilinear, Anisotropic 2x, Anisotropic 4x, Anisotropic 8x, Anisotropic 16x) This setting impacts how your graphics card interpolates a texture across the surface of an object in 3D space. In short, the higher the setting, the better the quality of the resulting interpolation. Of course, like chocolate, there’s a price to pay for over-indulgence, as the higher settings can hit your frame rate. I recommend that you stick with Trilinear unless you can personally see a qualitative difference in the game visuals when you turn on Anisotropic. The positive visual impact of Anisotropic Filtering is most visible on the Terrain, so the way to figure this out is to run a land battle and look at the terrain in Trilinear vs Anisotropic – with Aniso. on you should see visually cleaner terrain textures, if you don’t see a difference, then leave this option on Trilinear, which modern hardware can handle with little performance hit. Anti-Aliasing (Drop-down, values None,2x,4x,8x,16x) Anti-aliasing is the first setting that I recommend you should tweak to claw back performance. Anti-aliasing has a big impact on game visuals as enabling it causes the hardware to smooth out the edges of images on screen, so otherwise jagged lines become softer and less noticeable. The 2x, 4x notation, for simplicity, can be thought of as the additional size of the texture required to enable the effect. e.g. 2x means a texture twice the size, 4x four times etc. Depending on your other settings turning on AA can have a major impact on your video memory footprint. At 4x setting any full screen render targets are 4x the size in each dimension, which equates to roughly 16x the video memory required, per anti-aliased surface. HDR – High Dynamic Range Lighting (CheckBox) This is a big button to push – by which I mean that turning on HDR has significant impact on the performance of the game, especially if you’ve also chosen to enable Anti-Aliasing. If your hardware supports HDR, and not all hardware does, then you can benefit from the enhanced lighting that enabling this setting provides. HDR delivers ‘bling’ by simulating the eyes response to bright lights – these areas of over-brightness, e.g. the sun glinting from a raised sword, cause a sudden flash of bright light that bleeds into the surrounding area – much the same way as bright light seen through a window appears to bleed around a window frame. The effect is cool, but subtle. HDR is very spendy on video memory, especially if you’ve also enabled Anti-Aliasing, so spend some time to get the optimum setting for your PC. Shadows (Drop-down: Off,Low,Medium,High,Ultra) Rendering shadows of all objects in the scene requires us to render them from the light’s perspective into a texture, which is then sampled when computing occlusion for any object in the scene. The Quality setting controls two factors, the size of the shadow-map texture (which on the highest setting is 2048×2048, on lowest is 512×512), and it also impacts the range over which the shadows fade out in the scene: 1000 scalemeters on Ultra, 100 meters on Low ( the playable area is 2Kx2K meters). Shadow artefacts are very visible on the lowest setting – mitigated somewhat by turning on Hardware Shadows. Hardware Shadows (CheckBox) Enabling this option causes the engine to use hardware-accelerated texture sampling to improve the visual quality of shadows – effectively softening the edges, and reducing visible blocky artefacts. This works on most recent ATI & NVIDIA hardware, and should be enabled if it’s not too costly on your frame rate. Volumetric Effects (CheckBox) A catchy name for a family of graphical effects in the game, which all require a separate render pass for all screen objects to compute and record their depth in the scene. Yep, that means rendering all the scene objects twice per frame, once to record depth, then again to render the lit scene (and a third time to compute shadows!). Clearly this has a significant impact on performance – though the depth pass is heavily optimized and comparatively light weight. Why do we do this? Well, once we have the depth information we can do cool things. Think back to most games you’ve played where these cool explosions are spoilt by the hard line the particles make with the ground. With depth information at-hand we can alpha out the edges of particles when they intersect with surfaces – leading to a very soft edge with no VPL (Visible Particle Lines). Building on this effect are Depth Of Field (DOF) and Screen Space Ambient Occlusion (SSAO), both of which require a readable depth buffer to work their magic. Depth of Field (CheckBox) This effect simulates the focal range of a camera, objects inside the focal distance are sharp, objects outside are blurred. You’ll see this in action in the Campaign and also in Battles, where distant objects are out-of-focus. I personally find this very useful, as it helps me focus on the action, and particularly on the campaign map leads to a nice table-top-gaming feel. This is not to everyone’s taste, so take it for a spin. SSAO (ambient shadow) (CheckBox) SSAO stands for Screen Space Ambient Occlusion. This is very much a high end feature, it’s the most computationally intensive of the in-game effects, but the results add significant realism to the scene. Simply put, enabling this option – which is enabled if Volumetric Effects are enabled, and your card is beefy enough – causes the engine to compute local shadowing of objects in the scene. Imagine you are looking into a white cardboard box in daylight. The inside corners of the box will be slightly darker than the sides, because the sides effectively shadow the corners as light bounces around on its merry photonic journey around the box. So that’s what SSAO simulates, and the results are instantly noticeable in-game, where subtle shadows appear under objects grounding them to the scene, and shadows appear in the folds of soldier uniforms and in the nooks and crannies of buildings. In short it’s a big switch that you should throw if you can. The results are a much richer scene, with noticeably more realistic lighting. Distortion Effects(heat haze) (Checkbox) This full screen visual effect simulates the effects of drinking 6 pints of Sussex – also creating a hazy distortion affect around heat sources. It’s relatively cheap to implement too, so you’ll notice the effect on explosions in game, especially the concussion impact of grenadiers doing their stuff – where a shockwave of distortion ripples out from the impact. It’s all very satisfying, and quite cheap to enable.
Unit Size (Drop-down: Small,Medium,Large,Ultra) This is one of the key settings that you should play with to tweak your performance. Unit Scale is more than just a graphical effect, as it affects the campaign game as well. Simply put, the lower you put this setting, the fewer soldiers are used to represent your units. As rendering hundreds or thousands of units is one of the trademarks of Total War, and our primary performance bottleneck (closely followed by trees & grass) you should spend some time playing with this setting; and I apologize for this being available only in the Front End (technical limitations), which makes playing with it very time-consuming. Unit Detail (Drop-down: Low,Medium,High,Ultra) The close Banjo-playing cousin of Unit Scale, the Unit Detail setting has a huge impact on the game’s performance and visual look. Units in ETW are hugely improved over Med2, each unit can have variants of each body part modelled- torso, legs, arms, head, hat, cross-belts, hair, cuffs, face hair, and hands. It’s a huge number of variations to render and a challenge to efficient instancing. The higher your Unit Detail setting the more variation you will see in your units, from coarse level detail such as two chaps with different coloured tunics, to fine detail such as different beard styles close-up. There are literally hundreds of unique animations for each unit, and Unit Detail setting impacts how we cull out these variations with distance – as units recede into the distance we start sharing their animations, so we have less unique animations to render. Trees (Drop-down: Low,Medium,High,Ultra) This setting controls the distance at which those lovely 3D trees turn into billboards. Rendering thousands of 3D trees is very costly, and so arriving at a good setting for Tree quality can have a big impact on you frame rate (and enjoyment). The lower this setting, the closer those pesky distant billboards become. The sharp-eyed observer will spot that each tree has a number of discrete levels of detail (3 to be precise) that it transitions through on the way to billboards, which helps smooth the transition. This setting also covers shrubs, which have 3 levels-of-detail, but never render as billboards – you’ll notice that they “fizzle out” as they recede into the distance, disappearing long before the trees billboard. Lowering the setting also causes as to cull far billboard trees from the outfield (the area outside the playable area) which helps keep frame rates up. Grass (Drop-down: Off,Low,Medium,High,Ultra) Grass adds texture and richness to the scene, and the higher you can set this setting, the further away from the camera we draw grass – it’s that simple. Grass clumps are rendered as camera-facing billboards, and pick up the colour of the terrain they sit on. A note on over-draw as relates to Grass and Trees When you’re low down to the ground, looking through the grass, or looking through a clump of trees, your frame rate will suffer due to “over draw”, where many screen objects are visually overlapped and the same screen pixel is written to multiple times. This is going to hurt your frame rate. We do what we can to alleviate this with sorting and culling, but this is only going to go so far. If your rig can handle Volumetric Effects, then enable it because doing so accelerates the process of culling out objects that would otherwise render on top of each-other – I won’t bore you with the details of how/why. Water (Drop-down: Low,Medium,High,Ultra) This setting affects the campaign map sea surface rendering as well as rendering of the sea in sea battles, and the river surfaces in land battles. The 3 features that this setting controls are reflection, refraction and foam effects (sea battles only). Setting Reflection Refraction Foam Low Off Off Off Medium Off On Off High On On On Ultra On On On Note that you only see foam effects on sea battles at high wind settings, so to experiment with the impact of enabling foam, start a custom sea battle with gale-force winds. Sky (Drop-down:Low ,Medium,High,Ultra) At Low setting the sky is rendered at scene load to create a classic sky cube rendered at 512×512 resolution. With this setting, clouds are pre-rendered into the sky cube and the sky has a rather grainy old-school look. At any higher setting than Low the sky is rendered using a high resolution pre-computed sky cube overlaid with high res clouds, the resolution of the sky cube and clouds goes up with quality level, to a max of 1024×1024 per face at the highest resolution. Building Detail (Drop-down: Low,Medium,High,Ultra) All that geometry in those Star Fort battles and Town battles can put quite a strain on your graphics card. By dialling down your Building Quality you control the maximum level of detail that we load for each building, and you also control the distance at which buildings lose detail. Like tress, buildings are created with a number of detail levels (typically 3), the lowest detail level being basically a box with some gross detail. Dialling down this setting causes us to throw away detail levels, and decreases the distance to the lowest detail level – making that boxy-building more noticeable. This setting is perhaps misnamed, it should read “all non-animated objects quality” – but you can see why we decided to simplify the name. The setting effects farm props such as carts and hay bales, as well as buildings. Ship Detail (Drop-down: Low,Medium,High,Ultra) This option is currently not wired in, as of the first release, we will be wiring this in as part of a future patch. Particle Effects (Drop-down: Low,Medium,High,Ultra) This setting controls our Particle System, which I mentioned earlier in the context of Volumetric Effects. When we talk about Effects, we’re talking about the smoke, dust and fire effects that add so much atmosphere to a battle. On low quality settings we limit the total number of particles emitted, and we reduce the emission rate of particles. Put more simply you see less dense smoke. On the lowest setting you will probably notice particles disappearing when they hit the budget, otherwise the culling with quality is not that noticeable. Rendering particles introduces loads of over-draw (which I mentioned earlier in the context of grass & trees). Loads of overlapping particles means lot of overdraw, so play with this setting to fine tune performance. Appendix: a note on Presets – Automatic, Low, Medium, High, and Ultra The five preset configurations are selected to give a simple coarse-level performance tuning. The Automatic Setting sets your graphics to a very conservative configuration, which are the settings selected the first time you run Empire. The higher presets will only be available if your hardware has sufficient video memory. Wrap-Up I hope that you all found the above walk-through useful, and it helps guide your tune-up session. There’s no single right way to approach performance tuning, as different rigs can perform quite differently. I leave it to the enthusiasts on the forums to formulate and share strategies that may work for others. Regards, Richard Gardner Graphics Lead, Empire Total War. The Creative Assembly
Posted by Kellie in Empire: Total War on 9:44:06AM Mar 05, 2009 |
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Thursday Feb 26, 2009
Empire: Total War Superior Tactics 3 TrailerWe’ve just release the third and final Superior Tactics trailer for Empire: Total War. In this video, designer Jim Whitson and associate producer Mark Sutherns take you through naval groups and formations, to guide you through the naval battles that are new in Empire: Total War. Enjoy!
Posted by Kellie in Empire: Total War on 4:09:24PM Feb 26, 2009 |
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Wednesday Feb 25, 2009
Empire: Total War Final Faction — USAWith the release of Empire: Total War just one week away, it’s time for our 12th and final faction feature — the United States of America.
Visit the factions section of the Empire: Total War site to see the names, flags, and histories of all 12 factions.
Posted by Kellie in Empire: Total War on 1:52:00PM Feb 25, 2009 |
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Friday Feb 20, 2009
Empire: Total War Friday — Trailers!To round out our Empire: Total War Friday coverage, I’ve got some Superior Tactics trailers for you!
In this video, the Battle AI programmer for Total War takes you through the interface and shows you tactics you can use in the game that are based on real tactics used by Napoleon.
In the second video, Jack Lusted (a designer for the game) takes you through the mast calvary tactic, and uses it to defeat the Polish army. Don’t forget to download your free demo of Empire: Total War from Steam! Check out our previous blog entry for all the details.
Posted by Kellie in Empire: Total War on 3:57:16PM Feb 20, 2009 |
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