Mass Effect: Andromeda's Graphics SettingsWednesday, 08 March 2017
Mass Effect: Andromeda is set to release in North America on March 21st, while Europe is set for March 23rd arrival. With fewer than three weeks before release, BioWare/EA and nVidia have released more information about the graphics settings and options for PC, 4K screenshots using Ansel, and HDR in Mass Effect: Andromeda.
BioWare/EA recently put out the minimum and recommended system requirements for the PC version of Mass Effect: Andromeda, and nVidia followed-up with a preview of the graphical options menu. Users will be able to change and customize 16 graphical settings, including:
Mass Effect Andromeda Recommended Specs: 1060 3GB, 480 4GBFriday, 24 February 2017
Mass Effect Andromeda is set to release in North America on March 21st, while Europe will see a March 23rd release date. BioWare today released their minimum and recommended PC specs, as suggested by Bioware Manager Aaryn Flynn in our Everything We Know article. We have posted a screenshot of the system requirements from the official Origin page for Mass Effect Andromeda.
According to the official Origin page, an i7-4790 or AMD FX-8350 CPU and 16GB of RAM are recommended, alongside either an nVidia GTX 1060 3GB or Radeon RX 480 4GB graphics card. This is for “high” settings at 1080p. The minimum system requirements call for an i5-3570 or AMD FX-6350 CPU and 8GB of RAM, with either an nVidia GTX 660 3GB or Radeon 7850 2GB graphics card. As for required hard drive space, users will need at least 55GB free in order to install Mass Effect Andromeda.
Mass Effect: Andromeda - Everything We Know So FarTuesday, 24 January 2017
The 4th installment in the Mass Effect series, Mass Effect Andromeda, will launch March 21 of 2017 in North America on PS4, Xbox One, and PC. Europe will see a release date of March 23, 2017. Andromeda’s story will take place hundreds of years after the events of the original Mass Effect Trilogy, completely separate from the original storyline. Andromeda will be set in a true open world environment instead of the “linear open world” in the first 3 Mass Effect games.
In this article, we’ll explore everything we know so far (most of the important bits, anyway) with Mass Effect: Andromeda. We’re leaving out major speculative pieces in this and instead focusing on information officially released or deduced through careful observation of trailers and screenshots. We’ve also had some interview time with the Andromeda team, and will be including that coverage in this content.
Erin Roberts Interview: Edge Blending & Development TimelinesTuesday, 11 October 2016
This is the last of our CitizenCon coverage from Sunday. Following this interview with Erin Roberts, we flew up to San Jose to tour a few of the hardware manufacturers located in the area. We'll likely have some coverage of those visits online within the next 2-3 days, for folks looking for a return to hardware industry discussion and architecture dives. A few reviews are also pending publication, likely going live next week.
We try to focus on technology at GN, as always, and so spent our previous interview talking about parallax occlusion mapping and 64-bit engine technology. We think that this is interesting and useful information to learn to better understand GPU interactions with game engines, hopefully better painting a picture of what's going on behind the GPU shroud. With Erin Roberts, Studio Head for the Foundry 42 UK branch, we discussed procedural generation edge blending for planets v2 (also defined here), development timelines to build the demo shown, and workload distribution between studios.
System Specs for Demo PCs at CitizenCon (& Optimization Explanation)Monday, 10 October 2016
Covering the Star Citizen technology demonstrations and planetary procedural generation v2.0, we noted that the live framerate, although variable, seemed to stick around the ~96~100FPS AVG range. Even the hardest dips fell to about 75FPS, mostly when the Constellation star ship entered the camera frustum, but overall frame throughput was consistent and fairly fluid. (Note: Some folks reporting low dips to ~36-43 at times. We did not watch the FPS counter for the entire demo.) Frametimes were also on-point, sitting at an average of about ~8~10ms delta between frames, or effectively perfectly fluid on a 60-120Hz display. Z-fighting and artifacting occurred in the demo, but that is known to the team and is mostly a result of the LOD scaling and pop-in. Runt frames, however, were not much of an issue during the gameplay demonstration.
That comes down to hardware. As we detailed heavily in our Pascal architecture and Polaris architecture deep dives, this generation of hardware has focused efforts on stabilizing frame throughput for greater consistency. Variance between frame delivery exceeding that of the monitor's refresh rate, e.g. 8ms for a 120Hz display, 16ms for a 60Hz display, will create more runt frames and screen tearing at time of playback. This is because the monitor, without adaptive sync tech (which the projector almost certainly did not have), slaves to the GPU and either waits on refresh (V-Sync) for completed frames or immediately “publishes” the frames to the screen (V-Sync off). The latter creates tearing by producing runt frames which don't fully “paint” to the display, with the former producing stuttering when framerate falls below the V-Sync threshold, triggering what is effectively a reprojection of the previous frame.
Sean Tracy on CitizenCon Tech Demo: Parallax Occlusion Mapping & PhysicsMonday, 10 October 2016
Immediately following our already-published interview with Star Citizen's Chris Roberts, we encountered Technical Director Sean Tracy, recently responsible for educating us on the game's 64-bit engine. The Technical Director took a few moments after CitizenCon to share details about the lower level technology driving the night's demonstration, like real-time physics, poly per pixel budgets, occlusion mapping, and more.
Tracy's role for the CitizenCon presentation primarily had him demonstrating the production tools utilized by CIG for planet development. This includes Planet Ed, already somewhat detailed here and here, which is the team's creation kit for planet customization and design. The toolkit takes the approach of getting artists “90% of the way there,” allowing them to fine-tune the final 10% for faster production pipelines and a hands-on polish. The tech demo showed a walk-through of CIG's team using large brushes to paint the surface with biomes, hand-placing bodies of water and buildings, and blending everything together.
Chris Roberts on Squadron 42's Absence & Big Moves on Planets V2, RoadmapMonday, 10 October 2016
CitizenCon 2016 included the biggest technological demonstrations that the game has publicly shown to-date, including fully functional procedural generation 2.0 for planets, real-time spring physics, and authoring tools. The technology suite was detailed in two of our recent interviews with Sean Tracy and Chris Roberts, but was overshadowed in some ways by statements given regarding a potential Squadron 42 demonstration for CitizenCon 2016.
Viewers of the stream (or our content) will know that Squadron 42 didn't make it into the live demonstration, already packed with hours of discussion on Spectrum (comms systems), procedural generation, authoring tools, and roadmaps. The demonstration was technologically and graphically impressive, but Squadron 42 was left out for polish and refinement reasons. Roberts indirectly referenced our interview on stage, stating that, “I gave an interview about 3 weeks ago and probably spoke too soon,” but continued that he hoped the planet and tools demonstrations would make up for this.
In our post-event interview, we spoke with CIG CEO Chris Roberts on his thoughts regarding the event, the roadmap for Star Citizen, and Squadron 42's absence. Learn more in the video, or find a transcript below.
CitizenCon 2016 - Sandwurms, Planets V2, & Star Citizen's RoadmapSunday, 09 October 2016
Leading into Star Citizen's annual “CitizenCon” event, held today, we received preliminary details from CIG CEO Chris Roberts and Technical Director Sean Tracy, both of whom heavily focused on an unveil of new procedural planets technology. The first interview (with Roberts) covered the top-level overview of procedural planet generation technology, with the third interview (with Tracy) focusing on the driving tools behind the planets.
But CitizenCon 2016 marks the first time we've seen those tools in action, unveiled on stage in front of an audience of more than 600 people live, with more tuned-in to the stream. Our earlier interviews suggested that the first major, complete Squadron 42 mission would be unveiled at CitizenCon alongside this “Planets V2” tech and character technology updates, but the plans changed in the weeks since that discussion. Planets V2 took the spotlight with its Homestead demo, Squadron 42 has been delayed to allow for quality improvement on the single-player demo.
Note: This was written live during the event for immediate publication. We are continuing to live update.
(7:50PM PT 10/9 - We are done live updating. We've added 4K screenshots to this article, all new from tonight. We've got interviews with Chris Roberts, Sean Tracy, and Erin Roberts going live shortly.)
Before getting to further discussion, a recap of the last two weeks:
Chris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenConSaturday, 24 September 2016
It's been three years since we first visited the Cloud Imperium Games studios in Santa Monica, though we've conducted a dozen interviews with CIG CEO Chris Roberts in the time since. Now, taking a victory lap through Southern California's hardware manufacturers, we stopped over at CIG's offices for a second in-person visit.
A lot has changed. The studio, for one, is now in a new location that's farther from the Santa Monica beach, but in a larger space. The team has grown significantly in both organization and team size, and challenges faced, and Roberts has adjusted his interview technique just enough to ease off on providing release dates.
Our latest visit had us focusing on the new planetary procedural generation tech, version 2.0, the predecessor for which we originally detailed two full years ago. Roberts talked us through the start-to-finish plans for CitizenCon's presentations, additional Alpha 3.0 launch details, Star Marine, procedural generation, character tech, and engine refactoring in a forty-minute interview. We've split the interview into two parts, the second of which will go live on Monday (September 26). Our time spent in the office was doubled to accommodate a second interview with Technical Director Sean Tracy, responsible for answering our deeper hardware and software engineering questions. That content will go live next week, after the first two parts of the interview with Chris Roberts.
Star Citizen 3.0 at Gamescom: Procedural Planets & 4K ScreenshotsFriday, 19 August 2016
For our average multiple interviews per year with Chris Roberts and team, this year has been a quiet one. The team's been keeping their heads down while working on finalizing Squadron 42, the single-player release of Star Citizen, for a major release this year. Version 2.5 and 2.6 of the Star Citizen client will soon be released – a matter of days for 2.5, in theory – but that hasn't stopped CIG CEO Chris Roberts from detailing plans for 3.0 while at Gamescom 2016.
The Gamescom event primarily covered procedural planet technology. This is a topic we discussed with Roberts back in 2014, who stated the following when asked for CIG's definition of procedural generation:
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