Recent Discussions
Rook Appearing As Default
Just wondering if anyone else has had the issue where, upon loading a save, Rook appears with the default avatar/appearance of your race/class, but your character sheet shows your fully customised Rook. Sometimes, reloading the save fixes this, but I've just found going to the mirror, and just confirming the customisations there fixes it and is easier.LoreDarkclaw2 hours agoNewcomer2Views0likes0CommentsBioware 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 hours agoSeasoned Novice21Views1like0Comments[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.NightTrance20 hours agoSeasoned Newcomer63Views2likes0CommentsCombat 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! 💕17Views0likes0CommentsGetting to chest in Treviso
I'm getting a bit frustrated in Treviso trying to get to this part of a building in the north of the map. I end up in this courtyard with no way over, through, or around the building. I've run back and forth on different levels and around different buildings and can't see a way to get to it. I'm at 44th level, so pretty far into the game (I think) and am going to do the Unwanted guests quest once I finish exploring Treviso. Is it something simply not available yet, or at all? I saved Minrathos/Docktown, not Treviso in my playthrough if that makes a difference.Roxxsmom2 days agoRising Novice38Views0likes1CommentGame Awards
I’m gonna be honest, the game awards nominations this year, utter garbage. When voting I came across best RPG and expected dragon age veilguard to be one of them. Nope, honestly if I could’ve voted for veilguard to win, I would have. This game is amazing with role play, not even just that but the story and plot, even the character/companion background stories were fantastic and well written.HyruleVoltic2 days agoSeasoned Novice61Views1like1CommentColorblind 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?LocalTicoBroje3 days agoRising Newcomer15Views0likes0CommentsHighly recommend avoiding this game for now...
I know what you're thinking. Oh it's another one of the haters. Someone who just hates the game because he thinks it has some "agenda it's trying to force down your throat" I promise you nothing could be further from the truth. I actually applaud the game and the devs for having the courage to stand up to people like that and make the game they wanted to make and be inclusive of everyone. I love the story, the characters, the gameplay. I'm having a blast playing this game...when it works. And therein lies the problem. This game is filled with bugs. Lots of bugs, many of them game/save breaking. And while they are not happening to everyone, they are happening to many. Now the bugs alone wouldn't be a problem normally. Most games of this size have a significant amount of bugs here and there. It's literally impossible to test and patch every single little thing before launch. Which is why places like this exist. Forums for games where Devs can be made aware of the problems and communicate with players in effort to solve them. But that is not happening with Dragon Age: the Veilguard right now. Honestly, I have never played a game this big that has had a community management team that has so significantly dropped the ball when it comes to communication with players for bug and glitch reporting. And don't take my word for it. There are posts filling up the technical chat right now that have gone literally WEEKS, with no communication from the Community Management team. Nothing. Not even so much as a , "We are aware of the problem and are working on a fix" Let alone anything approaching an ETA on fix, or Dev offered solutions. So many people have uploaded save files, images, spec listings, detailed descriptions of the problems. Only to be met with silence from the team concerning this game. And not just here in these forums. Also on Twitter/X, and Steam Forums as well. It's gotten so bad that the players are trying to diagnose the problems in the hopes that maybe a community manager MIGHT poke their head in and deign to respond. Not sure if its just that the Community Managers are all on vacation or something or if they don't have enough working this game but either way it's unacceptable. This is one of the biggest game launches of the year and all we have gotten is crickets for a response to serious game breaking issues. Which tracks because since they don't involve microtransactions and EA making more money than just the sale price of the game (Which they already managed to get out of us) then they couldn't care less. In any event I highly recommend that if you are thinking of buying this game right now that you either wait for a few months for either the devs (or at this point more likely the modding community) to fix this game and patch out the bugs. Otherwise you're gonna be shelling out you hard earned money and limited free time for a product that very likely won't work properly. Sincerely, A Genuinely loyal Bioware Fan but also NOW dissatisfied customerloneroad13 days agoSeasoned Rookie129Views3likes3CommentsBreaking things should have consequences
In every map of the game there are things that can be broken to gain loot, such as barrels, boxes etc. Besides the fact that this feels like a very lazy way of distributing loot, what makes it worse is that there is never any reaction or consequence for doing so. Tossing weapons through market stalls, citizens or even valuable urns in graveyards is seemingly completely acceptable. Not a single piece of dialogue has been written or recorded to react to the destruction the character leaves in their wake. This makes it extremely obvious that all NPC's besides enemies are no more than aesthetics to make the world feel slightly less empty. Considering the fact that AI controlled NPC's have been a thing in games for decades now, seeing how there is zero effort put into NPC interactions throughout the entire game is very disappointing.Dr4ke1874 days agoSeasoned Novice38Views4likes2CommentsContinuity error with Harding
There is a pretty bad continuity error regarding the order of unlocking Solas's memories and what Harding and the others know about the Titans. When unlocking the memories before having done the companion quest "The waiting stone", Harding reacts with knowledge she is not supposed to have yet. Besides this causing the continuity error, it also spoils the reveal of this information that isn't supposed to be learned about until later on. The obvious fix for this would be to lock the memories behind further progression. So it wouldn't be possible to see the later ones regarding the Titans until said knowledge has been gained in the story. As a side note, the entirety of the lore regarding Titans feels very rushed and has a very weak delivery. If any parts of that have been cut, I would definitely recommend patching them back into the game. During the narration of Varric at the end of the companion quest, saying how Harding was disappointed, all I could think was "She isn't the only one".Dr4ke1874 days agoSeasoned Novice28Views0likes0Comments[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.6Views0likes0CommentsMotion Sickness
Sadly DA:Veilguard is giving me the worst motion sickness. If at least I could turn off the movement shake (I do NOT mean the motion shake). In addition it would help to lock the POV distance and the avatar (3rd person) size & position.JimWarp5 days agoSeasoned Newcomer63Views3likes2CommentsIs the esc button bugged?
I'm wondering if anyone else's esc button isn't working, I hit esc but nothing happens meaning I don't have the option to save. However, I'm not sure if it's the game itself or if it's my laptop which is at least 7 years old (can't remember if I had it when Inqusition was released).GrainneG15 days agoNew Rookie17Views0likes2Comments🤮The Absurdity of Breaking Objects for Resources🤮
😐😐😐This is a point that truly defies RPG logic and immersion. Someone thought it was a good idea to have players break barrels, vases, and parts of the scenery to collect valuable items, as if it’s normal for honorable characters, respected leaders, or noble warriors to destroy everything around them in search of coins and resources. 😒😒😒l_Fire_St0rm_l5 days agoRising Rookie61Views1like3CommentsGolden Nug
Please patch that in soon. Or even just cosmetic unlocks real quick. Fearless revolution had a script for wardrobe unlock within a couple of days. I'm sure the devs could patch it in whenever they want. Also, It's a fantastic game and while there's no official dlc in the works yall should add in more customization options like piercings and more cosmetics over time for the replayability. I'm a sucker for fashion and I'm not the only one out there. That's a low resource option for content, at least compared to dlc and stuff. thanksRogue_Reshi5 days agoSeasoned Newcomer81Views1like1Commentpatch 2 shader cache still crashes
i have just installed patch 2. the game still completly locks my computer when the shader cache updates. i tried emptying the shader cache folder which worked last time but no luck this time. i am playing on a pc with nvidia rtx 4090 card.mikeyd635 days agoNewcomer27Views0likes1Comment[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_Chaos6 days agoSeasoned Traveler32Views0likes0CommentsFeedback: Companion pairings ruining my drive to play again.
I feel absolutely insane, but I can’t do it. I genuinely despise the background pairing system and it’s making it impossible for me to play a new run. I want to try for a different ending and a better romance, but I’m preemptively annoyed and can’t. I made a new character and can’t get more than 10 minutes past the title card. Lucanis was my first run’s romance, and it was disappointing. So disappointing that I dread seeing Lucanis and Neve at the Lighthouse, or taking them out in a pair, knowing I’ll have to hear their relationship organically develop in a way that Rook isn’t capable of doing. I don’t want to see Lucanis doing more for and talking about his relationship with Neve more, and all with an initiative/openness that he never had with Rook. I hate knowing that when I lock in my romance with Emmerich, I’ll be subjected to watching Rook’s commitment scene with Lucanis play out, but for Neve instead, as if Rook/Neve are entirely interchangeable. It’s so immersion-breaking I want to physically cringe. Add in the flirt lines they’re both given in Lucanis’ quests, along with the “no time for romance with you” warning, and I’m struggling to give this new run a chance. I don’t know if anything can be done about it, but I’ve heard similar complaints about Taash/Harding’s banter making players feel bitter about the relationship building they’re allowed that Rook isn’t. It seems like such a small issue, I know, but it’sliterally the only thing stopping me from playing again. Can we get clarification on if there’s a way to prevent it besides just…ignoring the big exclamation point? Does that even work? Has anyone successfully had an intended pairing remain platonic through a run, or do they always hook up if you talk to them?DexiDerp6 days agoSeasoned Traveler202Views6likes6CommentsInnovating 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_Illium6 days agoCommunity Manager30Views0likes0Comments