We provided Technical Art support to the Bloodlines team in various areas, notably around optimisation. Our favourite challenge was a nightclub scene: this was to be a high impact scene where a fight took place in the middle of a crowded club. It needed to look busy from all angles with a minimum hit on the framerate.
Bloodlines 2 leveraged the latest Unreal Engine rendering technology, like Nanite and Lumen, but we ultimately had to take an old school, then slightly left-field approach, to the hi-res characters. First, we optimised the characters down from over a hundred thousand tri’s to 1200. Then, we baked down all textures into atlases for use in a single material to be shared between all characters, which reduced overall drawcalls.
But the big trick was the idea of treating characters as grass. We stripped out the rigs and added them through Unreal’s mesh instanced foliage system. The animation was simply stored as vertex positions and applied through the shader. This tech would normally enable thousands of blades of grass swaying in the wind, just here it rendered the crowd of clubgoers grooving to the beat. This allowed us to take a low FPS scene with sixty characters and turn it into a heaving dance club running at a high framerate with no drop in quality.