Umbra announced today that Fatshark has licensed the Umbra SDK to boost the real-time graphics performance of Warhammer: End Times – Vermintide. According to the press release, the game is using the new Stingray game engine developed by Autodesk. Umbra’s occlusion culling technology has been integrated into Stingray to improve visibility optimization.
Umbra’s technology is ensuring that only the visible objects in every frame are being processed and rendered. The end result being optimized performance ensuring the best possible graphics and frame-rate. Umbra Cloud’s scalable computation enables teams of all varieties to use the technology.
Rikard Blomberg, Deputy CEO at Fatshark AB, said:
“After evaluating Umbra, it became apparent that it was the best solution for our need. In many ways, using methods like Umbra’s has always felt like the “right” or at least best solution to a complex problem. Now after we have gotten more experience handling the technology, we have also realized that it is not just about culling. We have come to see the technology more as an alternative representation of game data that is structured to be very efficient for a certain subset of problems. By integrating it in the Autodesk Stingray Engine for Vermintide, we are able to render at high frame-rates without sacrificing graphics quality. It has also sped up and simplified our production pipeline.”
Otso Mäkinen, Chief Technology Officer of Umbra, added:
“We are very happy that our technology can help Fatshark to play a part in helping them to realize their vision in Warhammer: End Times – Vermintide.”
Warhammer: End Times – Vermintide is the 4 player co-operative action, first person shooter and melee combat adventure set in the End Times of the iconic Warhammer Fantasy universe that is currently in development at Fatshark.
The game is planned for release before the end of 2015!