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Decals – When are you going to grow up?

Everything has moved on up. Why not decals?

Everything has moved on up. Why not decals?

Have you ever seen a war zone post-battle? It’s not a clean picture. Walls are rendered to the likeness of Swiss cheese with bullet holes, terrain is blackened and charred by scorch marks from open flames, and in most cases blood runs red where bullets have met flesh. This is a picture of total destruction, the reality of warfare. So why, in an age where video games attempt to render virtual battlegrounds in a completely photorealistic fashion, the details of ‘battle scars’ fail so greatly to reach that bar?

All gamers are familiar with decals. You fire a pistol at a wall and a bullet hole appears. Spin the tires on a 400 horsepower Corvette and tire marks trail your path. Cast a lightning spell into a room and scorch marks betray its presence. It’s not new technology, it’s been around for a long time in gaming. But graphics technology has far surpassed the still primitive decal in terms of realism and presentation.

Years ago I sat down to play our newly purchased NASCAR ‘98 with my brother, Andy. I remember vividly how excited we were that when you spun out, there were tire marks. This was revolutionary! The illusion of realism was shattered for us rather quickly however, the tire marks would disappear after a very short amount of time. Andy and I discussed how incredible it was going to be years down the road once technology progressed so far that these marks would never disappear. In our minds there would soon be a time when bullet holes and tire marks would stay indefinitely and look just as detailed as they do in reality.

Decals were very limited back then. In the case of NASCAR ‘98 and Goldeneye64, two games that implemented 2 very different types of decals, the overlays would disappear after a matter of seconds and had no variety in their appearance.

Big progression came by the name of Payne. Max Payne in 2001 was a step in the right direction for decal technology. Not only did decals stay for a very long time, there was a ton of variance in them dependent upon the type of material hit. Wood splintered, metal dented, and paper shredded. Observing the aftermath of a shootout in Max Payne told a story of powerful weapons and complete destruction. This was a step closer to the future I had expected 4 years earlier.

F.E.A.R., released in 2005, brought a new kind of technological leap for decals – parallax mapping. When you fire your weapons at a wall, the result is pixel shader use to give a 2D texture the illusion of depth. The decal changes dynamically based on light sources in the room and the player’s perspective in relation to the damage. The result is damaged surfaces that look as if they’ve lost a physical portion of its mass. This savage and brutal aftermath showed us what we could expect with next gen decals.

This has hardly become the standard in games today however. Many games seem to push technology in every department but decals, triple A titles not withstanding. I find this to be strange. Emergent gameplay and immersion are two of the biggest buzzword objectives in video games today, yet disappearing decals, (or the complete lack thereof) shatter that illusion very quickly.

No example has made this more clear to me recently as Far Cry 2 has. The game is beautiful and dances on the line of photorealism. It’s easy to be completely sucked into FarCry 2’s massive and gorgeous world. Firefights are intense and brutal as plants break apart and fire propagates realistically. When the fighting is over there’s not much that tells the story of the battle that just took place. The weak bullet hole decals that happen from gunshots typically fade away before the fight is over.


Decals: When will you grow up? Watch hi-res to see what we mean.

This is not an uncommon trend in modern games. Despite computer hardware having progressed to incredible levels, decals still seem to be in a primitive state with many games. Bioshock and Mass Effect are two modern shooters that have weak decals with short lifespans. Grid, a racing game with outstanding visuals has tire marks that disappear after a lap or two. Shouldn’t decal life be increasing along with the increase in computer memory and processing power? It seems as if rather than pushing this aspect of computer graphics, most developers have been taking a step backwards.

One of the best steps to take would be to follow in F.E.A.R.’s footsteps. Parallax maps leave convincing and impressive results and the small expense of GPU usage. There are few computers out there that can’t handle advanced pixel shaders. Beyond Parallax maps would be moving to the use of displacement mapping for decals.

Displacement mapping is an advanced graphics technique that actually alters the geometric positions of points on a mesh. What this means is that if the technique was used for bullet impacts, the surface effected would be physically altered at the point of impact. A hole would be created that fully reacts to viewer position, light and shadow, and perspective appropriately. This is an intensive technique due to the additional geometry created, so it’s implementation into real-time graphics is still rather emergent.

The use of either Parallax or displacement maps as decals would significantly increase the realism of decals at the cost of GPU processing power. With the power behind modern GPU’s, there’s no reason to not use some of it to rendering more detailed decals. If developers would embrace these advanced techniques we would benefit with much more convincing game worlds.

To boost variety in decals, developers could turn to procedural generation. This method would create a new decal texture in real time as it’s needed based simply on mathematical calculations. The possible creations with this method are infinite. The user would never see the same decal twice. Due to the unpredictable nature of ballistics and damage, this would raise the bar in realism.

There have been far too many advancement in real-time computer graphics to leave the simple decal at such an archaic state. We shouldn’t be excited when I still see tire marks after lap three or bullet impacts remain after a firefight. Those are hurdles the industry should have cleared long ago. When I compare explosion craters lasting for hours in Command and Conquer back in 1995 to a single bullet hole lasting a minute in Far Cry 2 today, I see a terrible lack of progress.

No matter how developers approach decals, they absolutely should make an effort to focus on it just as much as they do in other areas of graphics. If anything, decals quickly fading out should be put to rest for good. There are impressive new technologies that are just asking to be used for more realistic decal effects. The illusion of reality is made present by the details, and I feel like decals are one crucial detail developers are missing.

Like the racing games that adore them, decal use seems to be a technology that’s spinning its tires. Perhaps it’s time to grip the pavement and move forward.

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20 Comments:

  1. Winfrey
    kaishakunin

    Very good write up!

    I have often wondered the same question about decals. It is an obvious problem that needs to be addressed if immersion is to advance.

  2. Thrax
    Cad

    YAY! This article owns.

  3. mas0n
    technosexual

    Nice work, Lynx!

  4. mondi
    dot.

    The problem lies not in actually showing the results of damage or tire treads etc, but in the amount of memory dedicated to preserving that detail, and what it takes to reliably synchronize that data between players.

    Yes, computing power has increased over time, but limitations are still very real. Different systems have differing amounts of memory available for persistence ( PS3 vs 360 vs PC vs etc ). You could write data to disk, but there is no guarantee that there is disk space available. What percentage of available resources do you dedicate to bullet X, fired by player Y, Z minutes ago? How much of that data do you transmit to each player in a networked game, to ensure that their playing field is equivalent to yours?

  5. Cyclonite
    Castle Crashin'!

    Excellent article! Good job, man!

  6. CB
    Doktor Schnabel von Rom
    The problem lies not in actually showing the results of damage or tire treads etc, but in the amount of memory dedicated to preserving that detail, and what it takes to reliably synchronize that data between players.

    Yes, computing power has increased over time, but limitations are still very real. Different systems have differing amounts of memory available for persistence ( PS3 vs 360 vs PC vs etc ). You could write data to disk, but there is no guarantee that there is disk space available. What percentage of available resources do you dedicate to bullet X, fired by player Y, Z minutes ago? How much of that data do you transmit to each player in a networked game, to ensure that their playing field is equivalent to yours?

    this is how I've always understood the issue. It's about RAM. What would be nice is to see game begin offering options for more persistent decals, mush as some games offer the option of how long bodies or other artifacts stick around after they are created.

  7. Zuntar
    Modder extraordinaire

    Just because everyone can't have one, does not mean that no one can.
    Most people can't run the graphics at 2560 X 1600, but they happily boast that.

    An excellent read sir!!

  8. Mr TRiot
    Icrontic Posting Maniac

    I remember playing GoldenEye back in the day for the N64...but looking back on it now. There really hasn't been much improvement for "decals".

    I have a feeling though that if a game company looks at how much decals are slacking; they'll implement a new engine with the soul purpose of giving realism to decals.

    It's about time some one stepped up to the plate and said "Are graphics are good enough but the realism sucks balls"

    *hopes Crytech makes a decals engine*

  9. TiberiusLazarus
    I Miss Keebler

    Instead of simple decals I would like more extensive use of destructive environments. Destructible trees and bushes are fine and dandy, but I want whole buildings to topple. I want to be able to create a small hole in a wall and be able to look through and see the any enemies or whatever on the other side. Hopefully Red Faction: Guerrilla will be able to deliver a strong enough impression on the gaming world that it will spread more. Crysis definitely started the new age, with the original Red Faction as the initial spark, now its time to expand and improve upon the system.

  10. Koreish
    Agent of Chaos
    Instead of simple decals I would like more extensive use of destructive environments. Destructible trees and bushes are fine and dandy, but I want whole buildings to topple. I want to be able to create a small hole in a wall and be able to look through and see the any enemies or whatever on the other side.

    It's funny how many games promote a completely destructible environment and fail to produce much destruction at all. Namely I'm thinking of Star Wars: The Force Unleashed and Crysis. Sure it's cool that I get to knock over a small tree, but what about that big one right next to it? If I launch an RPG or swing my Lightsaber I want that sucker coming down. The decals are lacking though... Maybe FEAR 2 will push the industry in the direction it needs to go.

  11. Dr. Smacky
    Guest

    I heard that the next Nintendo system, the Nintendo Decal, will fix this problem.

    Games include:

    Super Mario Decal
    The Legend of Decal
    Decal Crossing
    Mega Decal Man
    Sonic the Decal
    ExciteDecal
    Metroidecal
    RBI Decal
    Decal Icarus
    Decal Kong Country
    Pilot Decal
    Street Decal II Turbo
    Super Smash Bros. Decal
    Cruis'n USDecal
    Resident Decal 4 (Gamecube/Wii Port)
    Decal Hero: Aerosmith
    Nintendecals

  12. UPSWeezer
    Ninja Warrior

    Nice write! I was feelin the same thing in Far Cry 2. Even after a HUGE fire, you can barely tell what happened.

  13. i believe L4D keeps bullet hole for a LONG time

  14. CB
    Doktor Schnabel von Rom

    It's not a time limit, it's a number of bullet holes limit. TF2 does the same. If you keep shooting a wall with the mini-gun for example, you'll see your old ones disappear pretty quickly as you continue firing, but if everyone stops shooting the existing ones will stay.

  15. Bobby Miller
    The Dean of Computer Graphics

    Thanks for the kind words everyone.

    The problem lies not in actually showing the results of damage or tire treads etc, but in the amount of memory dedicated to preserving that detail, and what it takes to reliably synchronize that data between players.

    Yes, computing power has increased over time, but limitations are still very real. Different systems have differing amounts of memory available for persistence ( PS3 vs 360 vs PC vs etc ). You could write data to disk, but there is no guarantee that there is disk space available. What percentage of available resources do you dedicate to bullet X, fired by player Y, Z minutes ago? How much of that data do you transmit to each player in a networked game, to ensure that their playing field is equivalent to yours?

    Good point, but for the sake of tech discussion, lets throw out the option of multiplayer (as most games dumb down graphics on MP as is). Decals are very much limited by memory, both in random access or hard disk. And knowing how much memory a system will have is a crap shoot when regarding PC gaming. But why shouldn't developers take risks and push the technology? Crysis did it with shader and raster graphics in general. By making a game that literally couldn't be played to it's fullest potential by current hardware the bar was raised. Sure it was risky, but gamers stretched their systems, hardware continued to break boundaries, it refined what the enthusiast gaming PC looked like.

    Technology is progressed when the current limitations are challenged. The limitations on decals are, in my opinion, not being challenged, thus remaining stagnant.

    We have to assume that the standard amount of memory is larger than it was 5 years ago. Almost every system out there has at least 1 gigabyte of ram. Yet many current games still do not have better decal lifespans than games did 10 years ago, when the memory standard was closer to 128MB. There's more memory out there, yet simple 2D textures don't persist much more than they did a decade ago.

    And Koreish has a good point, why do so many devs that promise full destructibility fail to make the mark? I had such high hopes for blowing away EVERYTHING in Crysis, yet thick trees still remained steadfast. Why were there only certain types of vegetation that would break procedurally? Shouldn't that algorithm be applicable to all types of foliage in the game?

  16. RWB
    Thank God for Blue Monsters

    decals are just single polygons added to a scene in an x,y,z+normals fashion, plus they are generally instanced which means less resources are needed becuase they (ie bullet holes) are all the same. how much memory is really needed for a small texture, on one polygon facing whatever direction? How much network usage is needed to send that peice of info to other players per bullethole? I don't think it would be much at all on a per bullet basis, but some games with 64+ players with thousands of bullets and other decal creating objects flying every which way. It does add up sure, but I think this is something that has no excuse being as far behind the tech as it is.

    I've constantly been let down in games that claim the whole destrucable terrain and only 15% is actually destructable. LIES!

  17. Snarkasm
    The Photographer.

    I was playing in TF2 the other day and I decided to do an experiment for fun. On Goldrush, the section where it starts out with the tunnel, if you go up to the rocks and just bash the same place with your (wrench, machete, bat, etc.), not only will the textures just layer on one another, if you go long enough, you can see the whole square the decal's on get lighter and lighter until it's a bright yellow against the rock, heh.

    And then, of course, if you bash somewhere else next to it for a while, you can slowly see a layer disappear each time you add it to the other one. Le sigh.

  18. Tom
    Guest

    I totally agree with this article. I understand that decals take up memory, but at least make an option for those with faster machines to keep the decals. In games where it is based on a bullet whole limit, let the user set the limit. To be honest, I prefer not to render the decals in the first place than to see them fade out of existence. it just looks stupid. I have managed to tweak a few games to keep bullet holes. Email me on the-trob [at] hotmail [dot] co [dot] uk if your interested, the games are: ghost recon advanced warfighter, red orchestra, HL2 (increased limit)

  19. Thrax
    Cad

    Tom, I edited your comment to make it harder for bots to spider and spam your email.

  20. Koreish
    Agent of Chaos

    I've been playing FEAR 2 and you'll be happy to hear the decals last longer than most other games and look even more realistic than in the original.

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