Ghost Recon Wildlands: Terrain Tools and Technology


Here’s the GDC 2017 presentation about the terrain technology of Ghost Recon Wildlands done by Benoit Martinez and me.

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18 commentaires sur “Ghost Recon Wildlands: Terrain Tools and Technology

  1. Super sympa !!! est visuellement impressionnant ^^, j’espère que la scène démo ne sera pas abandonnée au profit du jeu vidéo, quoique un équivalent Français d’un Crysis 3 en plus joli pourquoi pas 😉


  2. Excellente nouvelle ça, j’ai hâte de découvrir votre prochaine prod !! ça fera chauffer ma nouvelle GTX 1080 :o)
    En tout cas bravo de continuer la scène démo et de représenter la France.


  3. Could you please explain how exactly triplanar mapping works on the slopes in GR: W? Are you using virtual texturing for those patches as well? If you have a baked VT tile, I don’t think you could use it for triplanar mapping directly, can you?


      1. A complete material (albedo, normal, roughness…) comes from the VT and 2 other complete materials (one for each axis) are fetched using triplanar mapping from standard textures. The result of the VT and the two axis are then blended together depending on the normal direction.

        This is VERY expensive and is only done for the triangles that are between the « flat » and the « vertical » slope angle threshold. The rest of the patch either use only the VT or the 2 axis triplanar blending.


      2. Thank you once again!
        How do you handle decals in case of triplanar mapping? If I understand correctly, they are being baked into VT, so if you are doing triplanar, you’d either need to ignore them for other projections?

        « 2-axis triplanar blending » is used for vertical slopes – do I understand this correctly?


      3. Yes, your understanding is perfectly correct and there’s no decals when the the triplanar mapping is used.
        In our case, since the decals where mostly used for tire marks and road signs it wasn’t a big deal if they were missing on the vertical slopes.


  4. How do you solve the float point precision problem in such a big world? In our game, many things become unstable when you get far away from the origin point, both in graphics and physics, such as flickering shadows.


    1. You need to store all object positions as integer tile index (x, y, z if your game has a big variation in height) and a floating point offset within this tile. You convert it to floating point before doing view transform by subtracting the camera position (which is also stored as integer tile index + floating point offset).

      We did it for Skyforge MMORPG over 6 years ago.


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