Mount & Blade 2 now features Global Illumination, Compute Shader Skinning & Particle Shading

Taleworlds Entertainment has announced some technical new details about Mount & Blade 2. According to its developers, this upcoming medieval action RPG now features a new Global Illumination system which can correctly illuminate both static and dynamic objects.

This Global Illumination solution is based on a pre-baked system called “Precomputed Radiance Transfer”.

“It is independent from the atmosphere, which is a must for a game like Bannerlord where you will enter a scene at different times of the day. The system saves the illumination data to probes inside a regular grid.”

What’s also really cool here is that Taleworlds Entertainment has developed lots of automatic placement tools so that the work required by artists to bake the scenes is kept to a minimal, meaning that modders will be able to bake GI to their scenes using these tools.

Furthermore, Mount and Blade 2 now supports Compute Shader Skinning and Particle Shading. By using Compute Shader Skinning, the team has moved the skinning calculations of skeletal meshes from the vertex shader stage to a separate compute shader stage. As such, it has managed to reduce the rendering time of skinning meshes by 60%, which enabled it to achieve 60FPS in huge battle scenes on a wide range of GPUs. On the other hand, by using Particle Shading the team has reduced the high GPU cost of the desert-like scenes and eliminated the sharp shadows on the particle quads, resulting in better performance than before.

Taleworlds Entertainment has also released a new video, showcasing its new Global Illumination system, that you can view below!

Engine 1.4: Global Illumination

12 thoughts on “Mount & Blade 2 now features Global Illumination, Compute Shader Skinning & Particle Shading”

  1. Cool, looks like a real nice render(big diff for sure). The Compute Shader stuff also sounds dope, there is so much cool stuff you can do with Shaders it is 100% worth learning and investing into your engine/pipeline. The payoff is usually massive.

  2. Looks good but keep in mind Kingdom Come: Deliverance also teased Global Illumination which was downgraded in final game.

    1. there is a console command that restores the old illumination+vegetation in the game
      but it may reduce your FPS to a crawl so honestly i’ed rather have a consistent frame rate over eye candy

      personally i’ed totally buy a new 1080TI if the prices weren’t scalped to 1200$

        1. Low spec mode 1 <—-Ultra High setting
          UseLightProbes 0 <—-default off
          Voxelizaion LOD ratio
          Voxel pool resolution
          MinNodeSize
          UpdateGeometry 0 <—default off
          UpdateLighting 0 <—-default off
          e_svoti_Active 1 <—default on
          ObjectsMaxViewDistance
          e_gi 0 <—-off by default

          i think it was -lowspecmode 0 that turns back all the high quality assets
          then again i haven't tried any of them so i'll try and them come back to update the comment

    2. I’ve gone for the eye candy and turned everything I can find on, along with upping the ultra settings, and including adding in more dynamic lights. The game looks fantastic.

      27″ 1440p IPS panel, 3770k @ 4.5, 32GB RAM and a 1080Ti FTW3. I lose hours just wandering through woods in this game, while planning my night time fun.

      1. Damn a 1080ti paired with an i7 3770k?!? Quite a bottleneck.
        Even my 980ti is bottlenecked by my 3770k

        1. Really? You should overclock it. My 980Ti didn’t handle 1440p very well, so went for the 1080Ti. Much better.

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