Recent Discussions
Stuck Heart of corruption.
Stuck Heart of corruption. Journal says I finished the three quests. But one to go on the locked 3 doors. Seems I missed picking up the essence on one of them. Have the red and green one, the one the right is missing. Which boss is that one on the right? Please?bbb123ddddd32 minutes agoNewcomer1View0likes0CommentsErrors Loading
Ive contacted EA support, I've changed graphics and my cpu data and everything i can. even reinstalled fully. I can't load a save if I exit the game and reenter. my characters are completely inaccessible unless I let the game fully hijack my pc and keep it open and on all for all hours of the day- which isn't possible. i get the notification after like 3 mins of loading that there is an error loading or processing this request or something like that. please help.14Views0likes0CommentsVoice Actor
Does anyone know who voiced Warden Tomasz? I've been searching but I can't find it, his voice sounds so familiar but I can't place it. I swear it's a voice actor from a previous dragon age. Anyone know here's a picture for reference. Thanks.DiMarie813 days agoSeasoned Rookie20Views0likes0CommentsGame was wonderful, I'd love a New Game plus!
I really enjoyed the story and gameplay, a lot more than I was expecting. I'm just a trophy or two away from the platinum at this point. I was playing on underdog difficulty and really spent a long time optimising my build and equipment. I would absolutely love to replay this game, in a more streamlined fashion, if I was able to carry my hero forward into a New Game plus. Is there even a glimmer of hope for this?AuramiteX7 days agoNew Rookie27Views1like0CommentsDragon age The veilguard
Please add the PlayStation 4 and Xbox one versions of the dragon age the veilguard in the future.lizzardisaiah999 days agoRising Newcomer9Views0likes0CommentsTranslation of Abilities to PT-BR Contains Errors
There are some issues with the translation to Portuguese in the "skill tree." A significant one is the translation of "strike." Some strike abilities are translated as "ataque", while others are translated as "golpe." Technically, both terms are correct, but this inconsistency can create confusion. When reading the skills, it seems like they refer to different types of abilities. For instance, if you choose a skill that enhances "ataque" abilities, you might think it doesn't enhance "golpe" abilities, even though both are classified as "strike" abilities in English. Please address this inconsistency.andregusela9 days agoSeasoned Newcomer6Views0likes0CommentsVenatori camps in Arlathan Forest
After the Unwanted Guest and Blood of Arlathan Quest so have I found camps of Venatori across the forest Defeating them give exp and loot but nothing else Are they supposed to give Veil Jumper Faction strength too after defeating them or do they only give exp and loot? This is on PS5 with Patch 1.000.00424Views0likes0CommentsTreviso's old lady SKINCARE ROUTINE
Hi!! I wanted to share one silly thing which always make me laugh: In Treviso you can find this "supposedly" old lady which has the skin of 22 years old model, it definitely cannot pass as an elder. 😅 This is also a small critic, this is a game which put so much effort on inclusivity but ALL the characters in the game have perfect skin, jaws & zygomas, and perfectly razor-sharp eyebrows like they're all models 😞 Also, I'm Italian and I didn't understand why make many inclusivity choices and then build the most stereotypical of Italian scenarios where Italian characters have all very heavy accents, drink coffee & wine and like to cook... I don't want to be too judgmental, I wasn't "offended" or anything, but it just felt cringe, if that's not the case for other nationalities it shouldn't be a big deal (in the sense that maybe is normal to feel that way seeing someone else's country adaptation). Thank you for listening!bevvoo10 days agoSeasoned Newcomer24Views0likes0CommentsFew questions regarding Duelist skill tree and abilities
I discovered some problems and hope somebody help me with this if something similar happens to others and whether these are some kind of bugs or something I'm missing or messed up with. Below are the bugs: One of the upgrade skills in 'Burst' part, 'Physical Strikes' (Strike Abilities now deal Physical damage.). Most Strike abilities in the rogue class deal necrotic damage, for instance, the staple Strike Abilities 'A Thousand Cuts'.So, my question is whether this ability now deals both physical damage and necrotic damage? If it deals both, then when I applied it on those resistant to necrotic dmg enemy, why the enemy barely take any damage and seem to pop out 'resistant'. Or Can anybody enlighten me on how does it work with this upgrade? This one regarding Harding's ability. 'Heavy draw' has one upgrade 'Overpower' that said 'Detonation causes the Overwhelmed effect to be permanent". So theoretically, once detonated, the Overwhelmed effect will be permanent. I tried it and it did become permanent and " Overwhelmed' symbol showed up in the enemy health bar. However, when I tried it with 'Explosive dagger' that the critical condition was overwhelmed, it doesn't apply critical damage as same as if I manually applied Overwhelm first. Anyone have this problem too?lichuen12 days agoSeasoned Newcomer58Views0likes0CommentsDragon Age™: The Veilguard Patch 3 (PC/Console)
Dragon Age™: The Veilguard Patch 3 (PC/Console) You can read more in our Patch 3 Release Notes... Hey everyone, We’re happy to release another patch today! This one has multiple quality of life changes and many bug fixes. We’ll have another patch to talk more about soon. Till next time! Quality of Life Changes: Arrow keys can now be bound to input mappings. Filters added to Photo Mode. Screenshot file names from Photo Mode have been simplified, showing the date the photo was taken. The File Path where screenshots are saved is now shown in game when a screenshot is taken through Photo Mode. It is now easier to identify where an Enchantment has been applied to a companion’s equipment. Adjusted the Glint option description in Settings. New rings can now be compared against both equipped ring slots. A notification now appears when the Crossroads’ Spirit Merchant is available. Added new icons for some weapons. Bug Fixes: Eliminated the causes of a small number of crashes. Rook's body shape no longer changes unexpectedly after a cutscene with Emmrich. Adjusted an odd facial expression when Rook first meets Emmrich. Fixed a rare issue where some of an existing Rook's settings got unintentionally reset after making and saving a new Rook. This fix is now also on consoles and retroactively affects saves on all platforms. Adjusted the volume level of Spite's voice in some scenes. Fixed some instances where music would incorrectly stop playing. Fixed some instances where unintended music or sound effects would play. Antaam Champions now correctly do slightly more damage. Mage Rooks no longer shift to the right awkwardly after performing an extended dodge. The Rogue Skill "Underdog's Bite" now correctly lists “Enhanced Damage” instead of “Empowered Damage.” Fixed some instances where enemies could get stuck or were unreachable in some areas. Fixed some instances where companions could get stuck on balance beams. Bellara can no longer endlessly charge Rook’s Ultimate outside of combat. Emmrich's attack stat is now displayed correctly at the start of the Where the Dead Must Go quest. Fixed a bug where Emmrich was sometimes not available on the ability wheel during the Where the Dead Must Go quest. Companions’ revives are now correctly refilled at the start of The Last Gambit quest. The Kataranda now has its correct unique coloring. Fixed an issue with the critical hit and penetration modifiers on the “Twin Edged Pick” Warrior weapon. Taash's cape on the “Rivain’s Legacy” armor no longer stretches in cutscenes. The Grey Warden “Recruit’s Simple Tunic” appearance no longer clips uncomfortably through Rook’s neck. The “Mythals' Light” Mage weapon now does the intended amount of physical base damage (0). The “Mythal's Light” Mage weapon now does physical damage to enemy health if a physical damage enchantment is applied. Fixed instances where stat bonuses from some Treviso valuables were applied incorrectly. Fixed instances where valuables with stat increases were not all visible in merchant stores. Improved textures on various characters and environment objects. Fixed an issue where VFX could become extremely bright. Fixed several distance “pop-in” issues. Fixed an issue that caused the camera to stutter when closing the eluvian interface. Fixes several instances where quest objectives would not update correctly during some quests. The On Deadly Wings quest can now be completed even if the A Slow Poison quest has not been fully completed. The Mayor of D’Meta’s Crossing no longer appears in two places at once during the Lives Spared quest. One of the Revenants will no longer fail to appear in the Crossroads. Fixed an issue where a door would not open during the Heights of Athim memory in the Regrets of the Dreadwolf quest. The intended 2D cinematic scene now plays after the Shadows Crossing quest. Fixed an issue where the path forward could become blocked in the A Murder of Crows quest. Fixed a blocking issue during the In Entropy’s Grasp quest. Companions are now present when loading the first autosave made in the Isle of the Gods quest. The HDR Calibration setting is now saved correctly between game sessions. Prevented multiple instances where Rook could get stuck while exploring Thedas. One of the "Watcher's Robe" appearance variations is now correctly granted after completing the Disrupt and Conquer memory. Fixed a place in Arlathan Forest where Rook could get stuck in a drowning loop. Fixed instances where Rook forgot they already had the lyrium dagger and could not interact with treasure chests and altars. Codex entries that were already read will no longer be re-marked as unread. Fixed an issue where the scrollbar could get stuck in the Codex screen. Enchantments on abilities are now reset correctly when Skill Tree nodes are reset. The Crossroads’ Spirit Merchant now shows the intended faction reputation gained for whichever city was blighted when selling valuables. Fixed a rare issue where some Skill Tree nodes were sometimes unable to be unlocked. Some adjustments to the game credits.EA_Illium13 days agoCommunity Manager2KViews5likes0CommentsDragon Age™: The Veilguard Patch 1 (PC/Console)
You can read more in our Patch 1 Release Notes... Hey everyone, We can't believe it's been a whole week since Dragon Age: The Veilguard launched. Whether you've already been playing or are jumping in for the first time, we have our first patch releasing today with a few quality of life improvements and bug fixes. We'll also be supporting the game with additional patches in the future to help make your playing experience even better. See our full Patch Notes below. N7 Day Content: Rook can find a new N7 day appearance in the Lighthouse. This is a cosmetic only armor. Continue reading below!!! Bug Fixes: Fixed an issue where DLSS options could end up “grayed-out” on a 40-series Nvidia GPU. (PC Only) Eliminated the cause of a small number of crashes. (PC Only) Updated XeSS version to 1.3.1. (PC Only) Fixed an issue where some customizations were not applied to the Inquisitor correctly in one of the ending scenes. Fixed a bug that caused Companion Skill Points to reset. Adjusted Companion Approval notifications so they remain on-screen longer as scenes end. Harding now has arrows in her quiver and is ready for battle. Global banter should no longer start too early. Harding and Taash banter no longer repeats indefinately. Fixed potential issues that could occur if a player fast traveled during a quest. Changing your party members on the way to certain quests no longer breaks the camera for in-world missions. Updated a number of assets to improve visual performance over long distances. Fixed several distance “pop-ins” on level art assets. Added collision to several assets that were missing it. Fixed a minor texture issue with codex art. Added haptics to a number of interactions and events. Fixed lip sync in some ambient scenes. Adjusted audio balance on several assets. Changing equipment no longer disables helmet voice processing. Fixed several objective markers that were spawning improperly. Cleaned up certain interactions between Skills that caused them to not behave as described. Apparitions generated by Iron Veil will now attack Razikale. Entropic Spheres now behave properly on vertical surfaces. Fixed a bug where Taunt would sometimes be cleared early, which caused enemies to ignore it. Fixed a rare issue where Rogues would not hold their bow while aiming down sights. Made the detailed-stats screen more readable. Balance changes made to certain fights to match design intent. Balance adjustments made to several player skills. Fixed leashing exploits on major encounters. The Rage Demon’s Ring of Fire should now be appropriately dodgeable in all situations. Slowed down the speedy raven in Hossberg. Adjusted creepy corpse movement while they moved on/off-camera. The Dalish elf in the Unwanted Guests quest is now an actual elf. Fixed a rare blocking issue in the Sea of Blood quest. Halla should no longer float during the In Entropy’s Grasp quest. Fixed a blocking issue in the Pinnacle of Its Kind quest. Adjusted timing on epilogue text cards. NPC necks no longer grow unexpectedly. Corrected instances where NPCs would not properly look at each other or at Rook. Long hair should now properly mesh with certain armor. Fixed several issues with makeup in character creation. Venatori crystal VFX should now disappear properly. Added scroll wheel support to the sell screen. Opening the journal while on the map no longer causes it to continue scrolling. The Faction Achievements will now be gained properly upon reaching max Faction Strength instead of the Faction Cap. Happy #N7Day! Make sure you download the latest patch for #DragonAge: The Veilguard - there's a gift waiting for youEA_Illium13 days agoCommunity Manager604Views3likes0Comments(Guide) Welcome! To Dragon Age The Veilguard
Hey Rook, Thanks for taking a moment to check out the EA forums, If you are looking for more information on Dragon Age: The Veilguard you've come to the right place. While Chuckles is busy with his ritual here is some information that might be useful to you on your journey. For the latest news from the team check out our EA page, Social Media, or Youtube channel. Dragon Age The Veilguard will be available on the following platforms: EA app | Steam | Epic Games | Xbox | PlayStation Dragon Age The Veilguard Patch Notes Dragon Age™: The Veilguard Patch 3 (PC/Console) Dragon Age™: The Veilguard Patch 2 (PC) Dragon Age™: The Veilguard Patch 1 (PC/Console) EA Help Articles How to get additional content in Dragon Age™: The Veilguard Information Links: Dragon Age The Veilguard Game Editions Journal Entries: Journal #1 Introducing The Veilguard Journal #2 The Voices of the Veilguard Journal #3 Dragon Age: The Veilguard is coming October 31 Journal #4 PC Features for Dragon Age: The Veilguard Journal #5 Dragon Age: Vows & Vengeance[A New Weekly Narrative Podcast] Journal #6 Lethality and Levelling Journal #7 Progression & Companions Journal #8 Exploration Across Thedas Journal #9 Hans Zimmer & Lorne Balfe Co-Composers Journal #10 Accessibility Spotlight Journal #11Spotlight: Specs Journal #12 Top Things to Know before You Play Other Links: Dragon Age: The Veilguard - Developer Q&A Launch Letter from BioWare Dragon Age: The Veilguard will be coming to PC, Xbox Series X|S, and PlayStation 5 in Fall 2024. That’s all for now, talk soon! — The Dragon Age Community Team Are you new to the EA Forums? If you are looking for information on how to use or navigate EA's forums check out our EA Forums Tutorials & Rules guides. You can also find The latest information and tips on our EA Forums Info Hub that might be more relevant to you. EA Forums Info Hub Every community has its own rules and guidelines. By using this forum you are agreeing to abide by theEA Forums Rules & Guidelines, be sure to check them out before making a post.EA_Illium13 days agoCommunity Manager229Views1like0CommentsBioware missed a story opportunity (some spoilers)
My first and second playthrus done I wondered what it would be like to be a mourn watch mage meeting Lucanis for the first time. I am disappointed 😞. The whole time I felt like my Rook was the dumbest mage especially one who deals with spirits for a living. The dialogue acted like they had no idea what was going on and things Bellara were saying were things my rook should have said. But the biggest let down was when my mage couldn't see or hear Spite. Mourn watch mages should be trained to do so but nope dialogue was same as it was for other playthrus as a rogue crow and mage lord of fortune. This is the missed story opportunity. How great would it have been to be able to talk to Spite like Emmerich can? At the very least they could have added dialogue specifically for a mourn watch player.AvaIyon13 days agoSeasoned Rookie67Views4likes0Comments[Feedback] DAV Critic
So first of all this is my feeling for the game and what i think about it after completing my first adventure playthough and best ending which took me roughly 76 hours, 96 if we count my other playthough starts , i dont mind hearing yours but lets try to avoid harassment and hate boning. But let get to it: First thing first, I love the Lore god i love it, while when compared to other games of the franchise it lacking it still amazing drop of info, and love it all the more, with expanding on the knowledge that been left in the dark for so long. i think that is one of the major thing they did right. now on to the good, Great, bad, and Ugly. the good in my opinion, is the Combat the the world design, it feel like a Mix of Origins World design with DA2 and DAI Combat system with a more refine aspect. i think this was a good thing cause what made Origins so amazing was that each area had so many hidden areas and unlock to achieve and had to be returned to, DAV reimagine that and brought it back with alot more verticality and exploration. While the Combat system is smooth and the tactics give plays a easier time for the high pace combat, on NiM i can say it helps alot half the time. the Great... The Story, "alot" feel the story is lacking and it may be, but i can honestly say that it equal to Origins to a degree, baring that it be at least on the level of inquisition, i mean seriously this story is great the cutscene the build up the endings, the interactivity is just top notch. and while the choice making is lacking in it cause and effects it still pretty good and near the level origins but feels still there. THE BAD: World connecting and Choices god this is something i very much dislike, the thing that made the DA franchise so great was how each choice we made in the precious installment had a cause and effect in the world of the next game, Warden kill or spare loghain decides on the warden we meet, or how the fade choice is effected between champion and Warden, or how the Choice that the champion decide to support in DA2 or their Class of being a mage or warrior. i mean seriously this interconnectivity between game made it amazing including the relationship, how in DAI the choices of DAO show up in DAI like romance partner and more!!! But in DAV that choice and world connecting has been all but removed on the highest level of degree, Morrigan no longer has her child is that how it happen between the Grey warden in the DAO DLCs and DAI main story, and is instead someone who drank the water of Mythal and more. all are previous choice meant nothing in DAV and the world we built was removed!!! which put a huge damper to many including myself. THE UGLY!!!! the Thing that made Dragon Age, what it is. the Dark Gritty Nightmarish World, it showed us the aspect of both a Dark and light life of a Fantasy world with darkness and hero's, it didnt hide it nature it showed us the darker side of nature and humanity ambitions and greed. it felt right and realistic to degree, and that what made it good, cause we made choices and decision that affect the world and made us and are avatar feel real. None of that seem to be real in DAV, it feel that to much of the politic state of the world we live in is affecting the game design, and more. a little extra Will call this the Worst. is the nudity and Sexual Preference choices, DA franchise has always stated it openness of the sexuality of thedas i mean every franchise has had a edition of lore tidbit of it in a book somewhere or another, But this went a little overboard, due to the Woke Culture when i heard taash say non Binary i seriously did a double take, WTF So your telling me that DA has advanced education system that is on level with are society, they have algebra and Trig, and more!!! Seriously this is a Fantasy WORLD it HIGH FICTION!!! if a gaming company has to be affected by something like this they need to look at themselves agian and ignore that, their a reason BG3 did so well cause they didnt care about no i identify as a Apache helicopter BS. if a person who needs to identify has a issue with the game they can go make their own. i guess my last thing is the nudity it not big but still, there really was no point with the level nudity in the game, if it was on the level of BG3 i say yeah your right to implement it but for what in the game honestly yeah no it not at that level of requirement. if you make a future game with the same level as BG3 which i believe the DA Franchise could be if EA was willing to commit to it. I think you should consider that as honestly we live ina different world then what we used to live in when DA first started and gamer dont really care. Only those looking for drama care. and you can just ignore them and not response to them which will make them mad but they will give up sooner or later.NightTrance13 days agoSeasoned Newcomer71Views2likes0CommentsCombat loot should not be random
Hi everyone! I was thinking that combat loot should not be completely random, or at least there's should be I way to overcome loot "randomness" (? Is that a word). Since builds are based also on item special buffs, knowing what armor or weapon you'll find it's important to be able to choose a specific build. Right now you cannot "follow a path" to equipment building. At high difficulty levels this could be problematic... One suggestion could be to make loot based on area, so that in the docks you'll find Neve's equipment (only) and special equipment for rook specific of the area. Also, be able to purchase that equipment specific of the macro-area by their merchants (all levels, white to yellow). Thank you! 💕bevvoo13 days agoSeasoned Newcomer30Views0likes0CommentsColorblind mode for UI elements only
I'm red/green color lind I always look and see what the colorblind options are in games and some get it right and some get it wrong. Veil guard does what I consider the wrong approach which is where they place a filter over everything and make the colors stand out more. The issue with this is this is not how colorblind people experience the world. We see the world using the colors everyone else does, we just interpret them differently. This means when you have a filter making trees a new color it still looks weird to me because I've seen trees and grass and the new color isn't that. Instead, I suggest BioWare update it to be for the UI elements exclusively. I don't need to see trees in a different color than I usually do, what I need to see is the UI elements. I can't tell the difference between an attack I can block and one I need to dodge. That's if I can even notice it on my head when I'm toe to toe with an enemy or backed up to a bush. If they gave color set options that would be fantastic! P S. The best implementation I've ever seen of this is in Elder Scrolls Online where you get to choose the color using RGB selector for what type of UI elements. But a good middle ground is simply how League of Legends does player health bars, or COD used to do with the targeting reticle (I haven't played in a long time so I don't know if they kept that up). If they could make this update, the quality of life would skyrocket for this aspect for what shouldn't be a major change. How do we make this happen?LocalTicoBroje15 days agoRising Newcomer20Views0likes0Comments[SUGGESTION] Controller mapping to open specific menu screens
Right now, on controllers you can open menus which by default open the last opened menu. I would like separate controller mappings to go straight to specific menu screens. For instance, on a DualSense, I want the share button to open the map. I noticed that this isn't an option. I believe it's also not yet possible to map the left and right side of the DualSense touch pad to different actions, though I could be wrong. I think you technically could do all that with Steam Input's controller profiles (e.g. mapping a button to M on the keyboard), but enabling Steam Input gives me Xbox icons when using a PlayStation controller, which isn't ideal. In addition, I think opening and closing the menu is a bit slow.11Views0likes0Comments[Feedback] Add More Weapons + Better Unique items
[PC - Windows 10. AMD CPU + AMD MSI card + Xbox Series S|X Controller] There are 2 things: Add more weapons and relics. By the end, I only had 3 staves I could choose from (necrotic dmg wise). I do not find it normal that a Unique item is 95% worse than most items. If anything, those should be the best items out there - hence their uniqueness. The only time I equipped a Unique item was when I wanted to try a completely different strategy, which imo, didn't make much sense. But I was like, hey might as well give it a try. It didn't work out, because there weren't other relics, weapons/armour that added to that type of boost.Midevil_Chaos18 days agoNew Scout44Views0likes0CommentsInnovating Strand by Strand for Lifelike Hair in Dragon Age: The Veilguard
Strand Hair technology adds visual fidelity and realism to characters, and it redefines what’s possible in Dragon Age: The Veilguard Read our blog on how we brought 50K strands per character for over 100 hairstyles here! In the fantasy world of Thedas, where heroes rise and legends are forged, every detail breathes life into an epic saga. Dragon Age: The Veilguard introduces players to a crafted and beautiful world where even the finest elements like strands of hair tell a tale of their own. Each strand of hair weaves seamlessly into the fabric of the game, enriching your character’s journey through treacherous labyrinths and beyond. Together, the Frostbite and BioWare teams embarked on a quest to elevate Strand Hair technology, focusing on the following elements: 50,000 individual strands per character for over 100 hairstyles– EA’s Strand Hair technology brings natural motion to your hero’s hairdo in Dragon Age: The Veilguard. Adaptable to various character movements and environments– Frostbite and BioWare pushed the limits of hair rendering, achieving realistic material response and shadows. This collaboration introduced detailed, physics-driven hairstyles tailored to the unique world of Dragon Age. Industry-leading realism– Dragon Age: The Veilguard sets a new standard for lifelike character hair at 60 FPS on PlayStation®5, Xbox Series X, and PC with compatible hardware, showcasing EA’s leadership in innovation and BioWare’s craftsmanship in enhancing immersive storytelling. This is how Frostbite and BioWare brought Strand Hair technology to the next level, letting you be the hero you want to be as Rook in Dragon Age: The Veilguard. Weaving Magic Into Reality Harnessing the power of the Frostbite engine, Strand Hair technology transforms your character's locks into a living tapestry of thousands of individual strands. Strand Hair technology combines physics with real-time rendering to simulate believable modeling of human hair. Incorporating realistic hair within games is quite challenging, which is why Frostbite has already spent yearsadvancing hair rendering technology. Strand Hair was featured in previous EA SPORTS FC™, Madden NFL, and NHL titles, but the technology is always being upgraded for new releases. While Strand Hair is present in other EA games, the BioWare team had to push the limits even further for Dragon Age: The Veilguard. For example, implementing Strand Hair technology for characters who have waist-length hair with horns on their head presented some unique challenges. With hair attachments that move seamlessly, and the decoupling of simulation and render tessellation, this is the first EA game to offer such detailed physics-driven long hairstyles. The Frostbite team increased maximum hair length from 63 points to 255, and implemented a new system for complex hair structures like braids. Frostbite and BioWare also collaborated to achieve accurate hair material response and shadows across diverse lighting environments. Strand Hair technology in Dragon Age: The Veilguard features a new hair lighting model with improved light transmittance and visibility calculations. Dragon Age characters can have various builds and physical traits, each with unique hairstyles that adapt seamlessly to different garments and dynamic movements. Whether jumping at high speed in combat, slowing time, or going prone, the hair responds fluidly while maintaining realism across all scenarios. A Heroic Collaboration With Trials and Triumphs Theevolution of Strand Hair technology has been a collaborative journey, beginning with Frostbite’s partnership with the EA SPORTS FC™ team that pushed the tech to a shippable state. Frostbite continues to refine and enhance this innovation, bringing its magic to titles like Battlefield 2042, UFC 5, College Football 25, and now, Dragon Age: The Veilguard. The Frostbite and BioWare teams worked closely together to get Strand Hair tech within Dragon Age: The Veilguard. The engineering team played a huge role in making sure hair looked good in new scenarios, like being surrounded by magical particles, underwater, or interacting with waterfalls. Their tireless work made these complex interactions both performant and robust. “The collaboration between Frostbite and the BioWare engineering team was key to supporting complex hairstyles. Advancing the technology for intricate styles and optimizing performance ensured that specific moments, like when hair covers a large percentage of the screen in certain cinematics, run smoothly.” –Maciej Kurowski, Studio Technical Director, BioWare Together, they tackled challenging lighting conditions and pushed the limits of strand length and tessellation, achieving hair designs far more complex than any previous EA title. Complex Hair Rendering and Enchanting Visual Magic A major difference between Dragon Age: The Veilguard and existing Frostbite titles that have shipped with Strand Hair is the sheer variety and quantity of visual effects and transparent objects. From magical spells to smoke, fire, and fog, the technology needed to blend seamlessly into the environment and magic of Thedas. Strand Hair is not rendered like traditional objects are within Frostbite. The technology utilizes a bespoke compute software rasterizer and is composited into the frame and blended with other opaque and transparent objects when resolved. Due to the complexity and uniqueness of the software rasterizer, the hair supported limited options for blending with the game world and characters. It was specifically designed to favor blending with depth of field, which is an important broadcast camera technique used in sports games. This did not blend well with transparent objects, which while few in sports titles, are extremely common in Dragon Age: The Veilguard. Thus, the BioWare team needed to develop a new technique for blending hair with transparent visual effects and environment effects like volumetric fog and other participating media. This technique involves splitting the hair into two distinct passes, first opaque, and then transparent. To split the hair up, we added an alpha cutoff to the render pass that composites the hair with the world and first renders the hair that is above the cutoff (>=1, opaque), and subsequently the hair that is lower than the cutoff (transparent). Before these split passes are rendered, we render the depth of the transparent part of the hair. Mostly this is just the ends of the hair strands. This texture will be used as a spatial barrier between transparent pixels that are “under” and “on top” of the strand hair. Transparent depth texture, note the edge of the hair. Once we have that texture, we first render the opaque part of strand hair, and then we render transparent objects. The shaders for the transparent objects use the transparent hair depth texture to determine whether the shading pixel is “under” or “on top” of the strand hair. If it’s below, it renders the hair and marks a stencil bit (think of it as a masking texture). If the pixel is “on top” or equal to the hair, it simply discards that pixel and renders nothing. After we’ve drawn the transparent objects once, we then draw the transparent hair since we are sure that there are no transparent objects ‘under’ the hair that have not been rendered yet. Finally we draw the transparent objects again, this time checking that stencil mask to see where we did n ot draw the transparent objects before, thus layering the pixels of transparent objects that are on top of the hair properly. This results in perfect pixel blending with transparent objects. – James Power, Senior Rendering Engineer, BioWare Left, without “Layered” transparency. Right, with “Layered” transparency. Another challenge the BioWare team faced was handling the wide range of cinematic lighting rigs used for cutscenes, which must be rendered in real time in order to support customizable characters and followers. Because pre-rendering cutscenes was not possible, performance in cinematics was still paramount to the technical vision for the product. The team also wanted to maintain the same consistent frame rate across gameplay and cinematics to avoid jarring transitions if the cinematics were to be locked to 30 FPS. With that in mind when lighting scenes, there needed to be support for a wide range of lights that would be less computationally expensive to render, but would have extreme consequences on the quality of hair self-shadowing. This is a major contributor to the overall quality of the hair. Any given Strand Hair object, which has tens of thousands of individual thin hair strands, requires high quality shadow maps in order to have good coverage of the hair strands in the resulting shadowmap texture. Wide angle lights, distant lights, and non-shadowcasting lights do not provide adequate coverage (or no coverage at all, in the case of the non-shadowcasting lights). When the lighting routines are run, the hair would occupy a low amount of pixels in the shadowmap. When attempting to calculate light transmission inside the volume of hair, the fidelity would be poor, resulting in flat shading lacking detail near the edges of the hair where a fine gradient of light transmission is expected. To solve this, hero shadows are rendered for every Strand Hair object and every light that lighting artists designated as important to the shot. These hero shadows are generated at run time, using a tightly fitting light frustum that is adjusted to each hair’s bounding box, ensuring there are high fidelity shadowmaps. When applying shadows to the hair, we test to see if a shading point is in the hero shadow or the regular shadow (since the hair will not be in both) and composite the final results. Left, Bellara rendered without Hero Shadows. Right, with Hero Shadows. Note the differences in fidelity of transmission on the left side of the character head. Harnessing Efficiency With Performance and Memory Throughout development, Dragon Age: The Veilguard aimed for high performance and strict memory requirements across all platforms to ensure players have a smooth and scalable experience. Strand Hair is a memory and GPU dependent rendering system. Optimizations needed to be made in order to conform to the limited amount of system resources available for the following considerations: Strand Hair assets, especially those with high strand counts and tessellation settings (which are necessary for the complex hair BioWare authored for both followers and Rook alike), have a high memory footprint. The system is designed to allow for a large number of Strand Hair assets, but this comes at the cost of additional memory allocations to support the number of characters on field in other titles like EA SPORTS FC™. For Dragon Age: The Veilguard, the team had a lot of control over which characters are on screen, and how many hair assets are supported. BioWare developed a system to control how large these allocations are to tightly fit the number of hair assets for the best possible memory utilization. On average, there is a flat GPU cost of around 128MB of GPU memory for the full field of followers (eight hair assets). Outside of this fixed memory cost, the system can dynamically adjust the size of system memory, GPU memory, and group shared memory in compute shaders using custom permutations with set thresholds. This provides the ability to scale additional memory costs from 300MB to 600MB depending on quality settings and resolution. Both Xbox Series X and PlayStation®5 sit at around 400MB depending on the number of characters and the assets loaded, as they each have their own memory costs. These costs are dynamically adjusted due to hair needing less memory to occupy less pixels. Lower resolutions (or lower dynamic hair resolution on lower quality settings) can get away with smaller buffer allocations for many of these per-frame costs without sacrificing any image quality. This work was especially important for PC due to the wide array of available graphics memory on GPUs available to consumers. This amount of memory being allocated per frame can push the GPU into demoting or paging memory, which can result in significant performance loss and hitches. For lower quality settings on PC, as well as Xbox Series S, swapping out Strand Hair assets for Card Hair assets is supported. These assets have significantly lower memory footprints and allowed the team to push for higher fidelity on systems that can handle the load without sacrificing performance on lower end systems. To achieve the performance requirements of Dragon Age: The Veilguard, BioWare implemented a number of scalable performance features that are applied across various quality settings on PC and performance modes on consoles. Strand Hair is normally rendered at render resolution and is unaffected by upsampling technology such as NVIDIA DLSS, AMD FSR, or Intel XeSS. Therefore it does not scale as well with other render features when those settings are applied. To ensure great performance across all configurations, BioWare implemented technology that scales the hair render resolution for a set of minimum and maximum targets based on said render resolution. Hair rasterization performance scales fairly aggressively with resolution and screen coverage. As hair covers more of the screen, a larger primitive count is required to render the strands at adequate detail. This requires both more memory and GPU resources. To ensure we meet our frame time requirements, we set a maximum frametime budget for strand hair rendering for consoles at 6.5ms for 30 FPS (33.3ms frame time) and 3ms for 60 FPS (16.6ms frame time) with eight strand hair assets on screen. Our hair resolution control will adjust the resolution within a minimum and maximum resolution based on our upsampler and DRS settings and keep the hair costs proportional to those targets. This is important since hair does not go through upsampling, as mentioned earlier, and will not have its load reduced by those technologies. Running hair simulation costs are also done on the GPU in compute, and change dramatically depending on the asset, but tend to hover around 2ms with some spikes to nearly 5ms depending on complexity of the hair and whether we are loading/teleporting new assets. This cost does not scale with resolution. We have a variety of systems for cinematics and gameplay that will disable simulation for hair assets off screen or far away and do not contribute to shadows that are on screen. Controlling simulation costs is largely done by cinematic designers ensuring their scenes do not go over budget. –James Power, Senior Rendering Engineer, BioWare As mentioned earlier, BioWare’s Hero Shadows provide the hair with high fidelity shadow maps, but come at a heavy cost to GPU performance. Support for scalable hair decimation was added to combat this, allowing for the reduction of strand count when rendering shadows, thus reducing the cost of hero shadows. This enables lighters to use more of them, and support them for both 30 FPS and 60 FPS targets. Head and Shoulders Above the Rest Examples above describe only some of the improvements the BioWare and Frostbite teams worked on to redefine state of the art, real-time hair simulation and rendering technology for Dragon Age: The Veilguard. This groundbreaking accomplishment underscores EA's innovative spirit and highlights BioWare's exceptional craftsmanship. Whether you're uniting the Veilguard or facing the gods, the lifelike detail of your character's hair allows you to make this heroic story truly your own. As you journey through Thedas uniting companions and forging your legacy, remember that every detail down to the last strand of hair has been crafted to enhance your adventure. Join the ranks of innovators shaping the future of gaming realms. At EA, we forge alliances and craft powerful tools like Strand Hair.Explore open roles and embark on your adventure!EA_Illium18 days agoCommunity Manager46Views0likes0Comments