Veteran EVE Online players will remember the joy of engine trails, a simple graphical effect that really added a feeling of speed to fast ships like interceptors or microwarpdrive cruisers. While the much-lauded Apocrypha expansion brought us countless new features, developers were forced to remove engine trails due to performance issues. We recently learned that engine trails will be making a comeback with the Crucible expansion, and in a new devblog today CCP Mankiller released details of the tricky work involved in getting the much-loved feature back into the game.
Mankiller explains that the old engine trail effect actually needed to have its vertex buffer updated every frame, making it a massive performance hog. The new trails use a much less costly approach that generates the geometry inside a vertex shader using splines. For those who fancy themselves mathematicians, CCP Mankiller provides the gruesome details of the equations that had to be constructed and solved to program the new shader. The new technique has additional advantages, like no longer skipping around when you're lagging and the possibility of new effects like heat shimmer, light absorption and refraction. The new engine trails go live with the Crucible expansion on November 29th.
Reader Comments (10)
Posted: Nov 25th 2011 3:12PM dudes said
Zippy.
Posted: Nov 25th 2011 3:27PM Kevle said
Swooshy
Posted: Nov 25th 2011 3:51PM Joshua Przygocki said
IT'S A CONSPIRACY!!! MIND CONTROL GASES!!!
Posted: Nov 25th 2011 7:40PM EdmundDante said
Sushi.
Posted: Nov 25th 2011 8:23PM (Unverified) said
%99 of the readers will never read that, and then continue to bitch on forums about "simple" fixes and features that the developers could be making.
Posted: Nov 26th 2011 10:58AM Brendan Drain said
@(Unverified) Actually, the opposite is happening. Engine trails really are one of those things current players want, and CCP's been in peoples' good books lately with all the little fixes.
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Posted: Nov 26th 2011 12:51AM Dblade said
99% of readers will turn engine trails off just as they turn off brackets because when you have a 30-40 man fleet, it starts to affect performance.
Posted: Nov 26th 2011 1:07AM Moonaura said
@Dblade Because it's a shader, and thus driven by the GPU, it's actually pretty lightweight effect that doesn't really change performance for me at least on Sisi. Most fights slow down because of the CPU, but it takes at least 80+ for me to notice it, but it varies on your spec.
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Posted: Nov 26th 2011 10:56AM Brendan Drain said
@Dblade As the actual colour calculations are being done in the pixel shader, that load decreases based on the proportion of the screen that's being taken up by trails. The extra load caused by dozens of trails will be primarily the vertex shader load, which won't be much at all if CCP has done the sensible thing and used an appropriate instancing technique. In massive fleet battles, turning it off would make sense of course, but I don't think most EVE players fight in massive fleet battles.
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Posted: Nov 26th 2011 1:09AM Moonaura said
I was flying along last night from deep 0.0 to Amarr, and as I went through gallente space, I ended up at a gate next to a ringed planet in the middle of the Gallente nebula, and the engine trails + all of this, well... EvE has never looked this good before.








