Assassin's Creed Rogue Customization



Assassin’s Creed* Rogue is the newly released game from Ubisoft, originally released on consoles and ported to the PC in March of 2015. The game’s story provides a “missing link” between several Assassin’s Creeds and is set in the mid-18th century. Much like Black Flag, it contains both naval and land exploration. The story follows Shay Patrick Cormac as he turns his back on the Assassin’s Creed to follow his own path.

From the beginning, the development team decided to target the game on a wide variety of hardware platforms, making sure that all the Assassin’s Creed fans will be able to experience one more great game in their beloved universe. Targeting the new graphically intensive game on all platforms brought new challenges for the rendering team.

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One of the main goals was to enable solid 30 fps at 720p on Intel® HD Graphics 4000 equipped PCs. 3rd generation Intel® processor graphics is one of the most common graphics processors available today. The fact that you can play the newest and greatest games on these thin and light machines is exciting but also requires significant optimization and tradeoffs to make sure players get a solid 30 fps.

“Assassin’s Creed fans use a wide range of computer hardware, suited to their needs: some of them have big workstations while others chose lightweight portable solutions.

We will not force the users power profile on the laptop / Ultrabook, thus it will not be officially supported. This was a decision we had to make to ensure that our users don’t have unpleasant surprises.

We did however want to provide all of them with the possibility to enjoy the game.” said Corneliu Vasiliu, the Assassin’s Creed Rogue PC producer.

Heavy Start

First, tests showed that framerate was at 8-12 range, and the team started to look for optimization opportunities. After initial experiments and collaborative work with Intel engineers it was clear that optimization is not enough—some render pipeline stages and some post-effects have to be removed completely. We based the decision about which effect to remove based on its cost and visual influence to meet expectations of hardware owners.

Using the Intel® Graphics Frame Analyzer, which is a part of the Intel® GPA toolkit, we discovered most performance hungry effects and features.
Features we enabled are textures size (even reducing textures size by a factor of 4 gave almost no performance boost) and anisotropic filtering.
Features and effects which affect performance most:

  • Number of draw calls (up to 3k draw calls per frame)
  • Subpixel meshes (20k polygons produced 10 pixels)
  • Pixel shaders complexity (simple full screen fill operation can take up to 500 microseconds)

Figure 1. Assassin's Creed* Rogue set to highest quality settings

Figure 2. Coloring and detail is lessened on medium settings

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Figure 3. Less color, depth and detail show through on low settings

Simplifying Shadows

The first render pipeline stage was cascaded shadows generation. Due to restrictions imposed by the gaming engine, we could not reduce the number of cascades so we had only one option: give users the ability to turn off shadows completely. Tough testing discovered some problems with this approach—the level of design was dramatically changed with this optimization choice.

Figure 4. Lack of detail with shadows turned off

Figure 5. Original design with shadows on
By taking changes in detail into account we had to force shadows on problem levels even in lowest quality. We used single cascaded shadow maps technique with performance tolerant filter to enable them.

Assassin's Creed Rogue Setup

Figure 6. With use of simple shadow maps, details start to appear on lowest graphics quality

Detailization of the Ocean Mesh

The second largest optimization was fine tuning the level of detail of the ocean mesh.
The only issue in this part was to leave triangles’ proportions to avoid shivering artifacts at long distances.

Figure 7. Ocean viewed as high quality mesh

Figure 8. Ocean viewed as medium quality mesh

Figure 9. Low quality mesh view of ocean

Optimization of complex meshes

The third optimization was to simplify vertex calculations for big “fake” meshes (distant objects grouped in one mesh). The game did not use normal maps but had complex computation of inverse tangent space matrix. As a result we created new permutations of the shader that ignored normal maps and simplified calculation for distant objects.

Particles

For the lowest settings we cut the number of particles, while still keeping the game’s consistency and general mood of the scene.
If we cut too much, we would ruin the design of that level/effect; if we cut too little, we would not gain any performance.

Common optimizations

Some render effects and techniques were simplified on lowest graphics settings:

  • Ambient lighting calculation is not affected by irradiance, world AO, and cloud shadows.
  • Decals are off
  • Refractions are off
  • Screen-space reflections are off
  • Some post-effects used high quality per-pixel access on downscale and Gaussian filtering. Low quality version uses fewer accesses.
  • Some materials used alpha-test even when they did not have alpha-channel. New permutation fixed it.
  • Two redundant full screen fills were removed.

Problems we faced

All these optimization led to some issues:

  • Adding quality options greatly increased the number of shader permutations (from 24 to 192) so compiling them on the fly produced stuttering and glitches during background streaming. So we had to use all these optimized shader versions only for GBuffer pass (decreased shader amount from 192 to 52).
  • We could not reach solid 30 FPS on Intel HD Graphics 4000 because some content in the game was way too heavy and couldn’t be simplified (it affects storyline). But the game is playable on this kind of hardware anyway.
  • Discovered the specification strict behavior of sincos HLSL function on the Intel HD 4000 - function argument should be normalized around [-Pi; Pi] range, otherwise it produces incorrect results.

Moving Forward

Bluestacks for mac os x 10 8 5. 3rd generation Intel Core processors where released in 2012. During the last 2 years Intel released 2 new generations of its Core processors with improved Processor Graphics, including the new Iris™ and Iris™ Pro graphics, which can provide more than 2.4x performance over Intel HD Graphics 4000 and provide better energy efficiency, letting gamers play longer when their laptops run on battery.

The improved performance helps game developers to enable better graphics quality and higher resolution. The Assassin’s Creed Rogue team targeted 1366x786 resolution with medium quality rendering for Intel® HD 4600 and Iris Graphics, and for Iris Pro graphics the resolution can be increased to 1600x900.

Test System Configuration

Intel® Core™ i5 processor 3570K CPU, 4GB RAM 1600 MHz, Intel® HD Graphics 4000, Windows* 8.1 64-bit

Conclusion

All these reductions were justified because they didn’t affect owners of high-end hardware and gave us the ability to run the game on almost all DirectX* 11-compatible hardware - install base rules :)

For more such intel resources and tools from Intel on Game, please visit the Intel® Game Developer Zone

Source: https://software.intel.com/en-us/articles/optimizing-assassin-s-creed-rogue-for-3rd-gen-intel-core-processor-graphics/

Customization plays a large role in Assassin’s Creed Unity, moving away from simply changing how the character looks to affecting his Stealth, Range, Health and Melee. This makes customizing a priority for anyone looking to upgrade the basics without putting any Synch Points into various skills.

Equipment Customization is broken up into seven parts: Colors, Head, Chest, Forearms, Waist, Legs and Outfits. Outfits simply swap your current choice with a Legacy Outfit, such as Altairs, Ezios or even Edward Kenways threads from Assassin’s Creed 4: Black Flag.

That said, here’s a breakdown of everything you can tweak in the game.

Colors

This option is a simple choice and does not affect any of your base attributes. Simply select this option and then choose the grouping of colors that you feel suit Arno the best. Some colors will require purchasing, and others will require that you collect a certain amount of Cockades to unlock them. These colors are not bought using the in game currency, called Livres. They are actually purchased using another form of currency called Creed Points, which you obtain from completing challenges like Perform a Double Air Assassination and other small-scale tasks throughout the world.

How to get more Creed Points in Assassin's Creed Unity.

Head

Here, you’ll control how your character’s headgear or hood appears. There are several options to select from, although many will require that you complete certain side missions or challenges to unlock them. For example, you would need to complete a Club Competition in order to unlock the Legendary Napoleonic Hood, which you would then need to purchase for 165,000 Livres.

Chest

In this area, you’ll choose the proper chest piece for your character. You can choose from several options, although many of them will need to be unlocked by completing Co-Op Missions or Club Competitions. Once you’ve unlocked these items, you can purchase and equip them.

Forearms

From here, you’ll choose the best armor and look for Arno’s forearms. This area includes the look of Arno’s gloves, and the forearm armor which contains his Hidden Blade and Shadow Blade. Many of these will need to be unlocked or purchased by completing Co-Op missions or other side missions throughout the game.

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Waist

Here you’ll choose the best belt. As with the other upgrades, these will need to be unlocked or purchased after completing side missions throughout Paris.

Assassin's Creed Rogue Customization Guide

Legs

This area contains the Breeches that your character will wear. As with the other things, some of these choices will need to be unlocked via challenges, completing side missions or purchasing. Once you find a pair you like, hop into the desired challenge/mission and work towards unlocking them.

Outfits

This is where players will find all of the Legacy Outfits they can equip. These outfits are unlocked by meeting certain requirements in the Companion App and Initiates side game. Here, players can choose to dress like Altrai, Ezio, Connor, Edward, Shay, Bellec, a medieval Assassin named Thomas de Carneillon and even sport Arnos Master Assassin Outfit.

How to unlock all of the Legacy Outfits in Assassin's Creed Unity.

Boosts

Another component to Assassin’s Creed Unity is the ability to purchase and use Boosts that can improve your stats, like Melee, Health and Stealth for a certain duration of time. Each Boost has two counterparts, a regular version and a Premium version. The regular version only lasts three minutes, whereas the Premium versions last up to five minutes. Boosts are purchased using Helix Points that can be earned playing the game or purchased through the Estore.

Upgrading your Equipment

Various pieces of Arno’s equipment allow for upgrading. These upgrades include things like Melee Armor increases and Time to Blend reductions, and even percentage upgrades to his Health. Upgrades are easy to do. Simply move to the piece of equipment you want to upgrade and choose to either upgrade it using Creed Points or Helix Points. Upgrading is a vital part to the character customization after you chose your perfect end game pieces of equipment.

Skills

Your skills are also upgraded using the Character Customization menu. These skills require Synch Points to unlock, and many of the additional options will unlock as you complete more Sequences of the main story. You can attain the secret achievement I Got Skills by upgrading all of these.

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