Later we discontinued the work on deferred render, but by that time the game already had depth prepass (we added it for soft particles), and another render programmer suggested using it to implement decals. He and another render programmer made this feature during Blitz UP - this is the name of the quarterly internal event in our studio, during which all project programmers can devote one working week to their ideas. Having an almost fully working deferred render, he suggested implementing tank tracks using deferred decals. More than a year ago, one of our render programmers was working on a deferred render prototype for World of Tanks Blitz. The story of these features’ creation is interesting: although the shell hit marks are undoubtedly more valuable for the game, it all started with tank track marks. Instead, we draw a shadow volume mesh (the artists model it for every tank so that we can use the shadow volumes technique mentioned above) with a stencil test. We don't use post-processing to draw an outline around an enemy tank when you aim at it.Update 7.0 brings high-quality shadows that use shadow maps technique, but currently, only high-end devices have the capability to render these at 60 FPS. Tank shadows are rendered using the shadow volumes technique. We use static occlusion culling: at the stage of map production, we bake the data on object visibility from different points in the arena and in different directions.Lighting of the environment is baked in lightmaps. There’s also a bunch of technical optimizations we utilize: These guys can deliver amazing visuals with a very modest number of polygons. Our biggest secret is probably our artists. Could you tell us a bit about the way your team decided to optimize it? How do you make it run on such a tiny platform like a smartphone? Kirill Tokarev: Running such a stunningly beautiful game on mobile must be incredibly difficult.
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