The Umbra visibility solution used on PlayStation®3 and PlayStation® Vita versions of Ukiyo no –series for rendering optimization and shadow culling
Tokyo, Japan / May 11th 2015 – Umbra announced today that Japanese development team and publisher Spike Chunsoft is using Umbra for the Ukiyo no Shishi for PlayStation®3 and Ukiyo no Roshi for the PlayStation® Vita games recently released for the Japanese market.
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?”.
Spike Chunsoft chose to use the Umbra middleware for both improving rendering performance as well improving the content-production process.
“Using Umbra allowed us to greatly cut down on the use of culling tools. We were pleased with the exceptionally low processing penalty of the shadow culling function and can honestly say that it has helped us increase the overall quality of our games.” said Spike Chunsoft.
Umbra runs on virtually any modern CPU and does not depend on any specific hardware or external software. All computers, mobile devices and gaming consoles are supported. Umbra is part of Unity and available as a plug-in for Unreal Engine 4.
Umbra is available for a free evaluation on all major platforms. The Umbra SDK is available as a standalone option for enterprise customers.
For more information please contact:
Umbra Japan / DDM
Phone: 00 81 80 3801 1640
Umbra is on a mission to make it possible to display any 3D content in real time on any piece of hardware. Umbra’s solutions are the backbone of a wide range of 3D applications that are used by millions of people every day.