Umbra announced today that it has signed a studio wide license agreement with independent Finnish game developer Remedy Entertainment to use Umbra’s Visibility Solution in their future projects. This is to support Remedy’s long-term strategy of developing multiple games at the same time and releasing them more often.
Umbra was recently used in Quantum Break, a visually stunning Xbox One and PC exclusive game developed by Remedy and published by Microsoft Studios earlier this year, to optimize real time rendering. Umbra’s technology is ensuring that only the visible objects in every frame are being processed and rendered, the end result being optimized performance ensuring the best possible graphics and frame-rate.
In addition to visibility, Remedy used another feature of Umbra in a unique way to implement fast audio propagation and audio occlusion.
“Umbra made it easy for us to improve both the visuals and audio in Quantum Break, so continuing to work with their technology was a no-brainer. Umbra is simple to use and their team provide great support whenever needed”, says Jani Savolainen, Outsourcing Manager at Remedy Entertainment.
Umbra creates an optimized database from your 3D data, whether it is a small game level or a huge architectural model. Umbra processes your data automatically, which means you can give Umbra your geometry as-is without modifying it in any way, or doing any extra work. Umbra’s optimized database can then be used in an application to perform queries. The queries answer questions like “what can be seen here?” or “what needs to be rendered next?”.
Umbra runs on virtually any modern CPU and does not depend on any specific hardware or external software. It’s also available for a free evaluation on all major platforms.