VBS2 2.0 Update March 2012
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Transcript of VBS2 2.0 Update March 2012
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Copyright © 2012 Bohemia Interactive Simulations s.r.o. All other trademarks or copyrights are the property of their respective owners. All Rights Reserved.
VBS2 v2.0 Update, March 2012
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Copyright © 2012 Bohemia Interactive Simulations s.r.o. All other trademarks or copyrights are the property of their respective owners. All Rights Reserved.
Scope Bohemia Interactive Simulations Update VBS2Fires Acceptance testing June 2012
VBS2 v2.0 Acceptance testing June 2012 Motivation Capabilities Contracted development Middleware
Next Steps
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Copyright © 2012 Bohemia Interactive Simulations s.r.o. All other trademarks or copyrights are the property of their respective owners. All Rights Reserved.
BISim Update Support improvements Dedicated US-based support team
• Steve McCarty is new Support Manager Dedicated Documentation Manager position established
BISim US development team matures Significant SE Core development FalconView integration for USSOCOM
US Army release management transitioning to our US office
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Training Imparting knowledge For example, using VBS2 to instruct soldiers on tactics
Simulation Modeling the real world For example, using VBS2 within a crew procedural trainer
Development Building content or plug-ins to support training or simulation
BISimulations.com
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VBS2Fires New version to be released to US Army with VBS2 v2.0 Fire planning Timeline allowing you to view and edit which guns fire at which targets
Battlespace management Visualize No, Restricted and Free Fire Zones in 3D Records violations
Target worksheets Add, edit, save and load lists of targets and view targets on VBS2 map
Deconfliction Including reports in AAR
Visual effects improvements Smoke, illum and WP rounds improved
AI reactions Hotkey support
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VBS2Fires
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VBS2 v2.0
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Motivations
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Graphics
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High detail content
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Soft shadows
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Soft shadows
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Ambient occlusion
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Ambient occlusion
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Parallax mapping
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Per-pixel lighting
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Per-pixel lighting
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Super shaders
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Beacon lights
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Light source object
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Laser white-out
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Water rendering
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Particle effects
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Weapon muzzle blast
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AT weapon back-blast
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Units and weapons
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High detail faces
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Body armor
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Set BMI and height
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Wounding model
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Wounding model Video Shows amputation and medivac by helicopter YouTube video
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Fleeing / surrendering
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Low velocity grenades
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Javelin
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Visible unit ranks
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Scuba diving
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Parachuting
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Artificial intelligence
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AI path-planning
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AI path-planning Video Shows path-planning improvements in VBS2 v2.0 compared to v1.60 Made possible due to multi-core YouTube video
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Multi-core FPS improvement due to multi-core Number of units refers to number units rendered in the scene
0
10
20
30
40
50
60
70
80
100 Static Units
100 Moving Units
300 Static Units
VBS2 v1.60 VBS2 v2.0
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Micro AI
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Micro AI Video Shows improvements to AI behaviours Note that nothing is scripted, the squad is given one waypoint with
combat mode “COMBAT” YouTube video
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Waypoint improvements
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Vehicles
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Improved damage
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Improved towing
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Boomerang
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Logistics units
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LCM8
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Wet docks
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Physics improvements
setmass 20000
setmass 10000
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Walk below the waterline
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New content
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Editor
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GPS coordinates
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New status bar
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New status bar
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Sandstorms
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Sound sources
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User interface scaling
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Script debugger
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VBS2 Launcher
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Contracted development
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Contracted development Tank Gunnery Enhancements Parallax error correction Hunter-Killer (commander override) Simulation of Challenger II optics FCS simulation, including lase / lead Gun and optics stabilization, clamp gun Physics improvements Internal model of Challenger II Convoy and beacon lights Improved sounds Vehicle gearing and braking Boggy ground
All capability is available in VBS2 v2.0!
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Contracted development Video Shows a small subset of the tank gunnery enhancements funded by the
UK MOD All enhancements could be easily applied to other VBS2 armoured
vehicles without significant cost YouTube video
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Contracted development Multi-channel and fixed frame rate in VBS2
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Contracted development SE Core integration via VBS2 Content API
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Middleware The US Army should focus on integration of new middleware, not development of new games Facilitates re-use Leverage game industry standards
VBS2 v2.0 leverages middleware: PhysX by Nvidia for realistic vehicle and ship physics Rotorlib for theoretically correct rotary flight models xaitMap and very soon xaitControl for new AI behaviors VBS2Fires, VBS2Strike by SimCentric LVC Game by Calytrix Alelo Virtual Role Players Discovery Machine AI Console
BISim stands ready to integrate Havok middleware!
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Future ArmA3 is our next “game for entertainment” release Further graphical enhancements 3D clouds Rag-doll animation Inverse kinematics Full support for industry standard scripting
Beyond VBS2 v2.0: Ease of use Multi-server architecture
• Server redundancy … and a number of other important yet-to-be-announced features
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Presented by: Peter Morrison Chief Executive Officer Bohemia Interactive Simulations
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