Silicon Studio’s Advanced Engine “Mizuchi” Will be Shown on PS4 For the First Time at GDC
Silicon Studio’s Advanced Engine “Mizuchi” Will be Shown on PS4 For the First Time at GDC
by Giuseppe Nelva on February 7, 2015 3:46 PM
The Japanese developer Silicon Studio, which you probably know for Bravely Default, announced with a press release that it will showcase its new rendering engine “Mizuchi” at GDC 2015, held in San Francisco between March 2nd and March 6th.
What’s even more interesting, is that the developer will show for the first time the engine running in real-time on PS4.
As you may remember, when I visited Silicon Studio in December, I was shown the engine running on Sony’s console, and it’s definitely promising, granting amazing graphics and visual effects while running at 30 frames per second in 1080p resolution.
I was even allowed to “play” with it by controlling the camera with the DualShock 4, and the demo was really impressive. Hopefully, with it being shown publicly at GDC, you’ll be able to catch a glimpse of it as well.
On top of Mizuchi, the studio will also showcase its optics middleware Yebis 3, it’s older engineOrochi 3, and its C++ multiplatform engine Paradox. They’ll also have a playable demo of Bandai Namco’s Rise of the Incarnates, which uses Orochi 3 and Yebis 3.
The press release also specifies that Mizuchi is going to be made available to developers in Summer 2015.
If you’re curious about Mizuchi, and you want to see the impressive “The Museum” demo, you can check it out below, alongside a few screenshots. It’s worth mentioning that it’s running on PC in the video, where it reaches 60 FPS (even if the video itself shows just 30) on a Nvidia GTX 780 Ti video card.
Advanced PC/PS4 Rendering Engine Mizuchi by Silicon Studio Gets Amazing Screenshots, Video and Info
Advanced PC/PS4 Rendering Engine Mizuchi by Silicon Studio Gets Amazing Screenshots, Video and Info
by Giuseppe Nelva on February 24, 2015 5:29 AM
You probably know Silicon Studio for the development of Bravely Default, but if you follow our site regularly, you probably know that the developer also works on middleware, including the advanced rendering engine Mizuchi, currently in the works for PC and PS4 in view of an official launch this summer.
Today the developer released a brand new video featuring the engine, alongside its optics middleware Yebis 3, and its cross-platform engine Paradox. In addition to that, they also released some spectacular new screenshots of Mizuchi. You can check them all out at the bottom of the post.
We also got some more data about what the engine can offer to developers, and how it will integrate with their own tech.
Features:
Physically Based Rendering
With Mizuchi’s physically based rendering engine, users can easily achieve rich material expression that stands up under any lighting conditions in real-time. Materials that can be expressed includes, metal, wood, glass, cloth and leather.
High Customizability
Mizuchi provides an easily customizable rendering pipeline to meet the various needs of any project. Design and build your own rendering pipeline.
Integration of “Mizuchi” Runtime
Users can benefit from beautiful and realistic visuals by replacing the rendering component of their game engine with Mizuchi.
Workflow of “Mizuchi”
Mizuchi provides seamless workflow from DCC tools to runtime.
- Export popular texture and model file formats created from paint and DCC tools.
- Author material and lighting using Mizuchi editing tool.
- Export scene to a custom Mizuchi scene format and use it in the Mizuchi runtime.
Mizuchi Use Cases
In Game Rendering Engines
- Integrate Mizuchi rendering engine for new game titles.
- Replace rendering component for existing game engines.
Interactive Visualization Application in Building/Industrial Products.
- High quality rendering comparable to offline rendering.
- Design and visualization products using our rich material system.
But without further ado, I leave you with Mizuchi’s beautiful assets, also reminding you that the engine will be publicly shown running on PS4 for the first time at GDC. Considering what I already saw with my own eyes, I’m quite sure many jaws will drop.
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