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Virtual Battlespace 2 VBS2

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Title: Virtual Battlespace 2 VBS2


1
Virtual Battlespace 2( VBS2 )
2
Scope
  • Who is Bohemia Interactive?
  • Motivations, history
  • Operation Flashpoint
  • VBS2
  • Graphical Improvements
  • Functionality Improvements
  • System Requirements
  • Future
  • Virtual Tool Kit (VTK)
  • VBS3

3
Bohemia Interactive
  • Bohemia Interactive is a game development studio
  • Formed in Czech Republic, 1999
  • Vision to create an open-ended 3D game engine
  • Real Virtuality Large, dynamic worlds, unlimited
    options for the player (go anywhere, operate all
    vehicles)
  • Operation Flashpoint (OFP)
  • released, Game of the Year
  • 2001

4
Operation Flashpoint
  • OFP has been very successful as a serious game
  • VBS1
  • USMC, ADF, NZDF, CF
  • Ambush!
  • US Army
  • Incident Response (VRT), Loadmaster Training
  • OFP is still heavily used today, 5 years after
    initial release!

5
Operation Flashpoint
  • OFP has been very successful as a serious game
  • VBS1
  • USMC, ADF, NZDF, CF
  • Ambush!
  • US Army
  • Incident Response (VRT), Loadmaster Training
  • OFP is still heavily used today, 5 years after
    initial release!
  • How much did OFP cost?
  • 600,000 USD development budget over 4 years
  • 10 full time developers, 3 contractors
  • 10,000 files, 250,000 lines of C code
  • 5,000 textures, 800 3D models
  • 100,000 words (6 languages)

6
Why was OFP successful as a serious game?
  • Commercial off the shelf

7
Why was OFP successful as a serious game?
  • Commercial off the shelf
  • Flexible game engine, easily modded
  • Any aspect can be customised
  • We develop our own tools

8
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10
Why was OFP successful as a serious game?
  • Commercial off the shelf
  • Flexible game engine, easily modded
  • Any aspect can be customised
  • We develop our own tools
  • Includes a powerful mission editor

11
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12
Why was OFP successful as a serious game?
  • Built from the ground up, highly optimized
  • Flexible game engine, easily modded
  • Any aspect can be customised
  • We develop our own tools
  • Includes a powerful mission editor
  • Simulates any weapon platform or vehicle to
    varying levels of fidelity

13
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14
Why was OFP successful as a serious game?
  • Commercial off the shelf
  • Flexible game engine, easily modded
  • Any aspect can be customised
  • We develop our own tools
  • Includes a powerful mission editor
  • Simulates any weapon platform or vehicle to
    varying levels of fidelity
  • No levels, only worlds doesnt play like a
    game!

15
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18
Why was OFP successful as a serious game?
  • Commercial off the shelf
  • Flexible game engine, easily modded
  • Any aspect can be customised
  • We develop our own tools
  • Includes a powerful mission editor
  • Simulates any weapon platform or vehicle to
    varying levels of fidelity
  • No levels, only worlds doesnt play like a
    game!
  • Bohemia Interactive modified the engine to suit
    the requirements of serious users, resulting in
    VBS1

19
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20
BI Engine Development
2008
VTK
Real Virtuality 2
2007
VBS2, LVRS
2006
Armed Assault
OFP Elite
RD
2005
VBS1 v2.07 ADF update
Ambush!
2004
VBS1 v1.99 Public release
2003
2002
VBS1 v1.94 USMC
Commercial computer game
Operation Flashpoint
Serious Game
21
Bohemia In 2006
  • Still a private company with the same core
    programming team
  • Several VBS programmers dedicated to implementing
    military functionality
  • Development studios in Prague, CZ and Anna Bay,
    AU
  • Numerous projects underway
  • Armed Assault
  • VBS2
  • LVRS
  • VBS contract work (VMAP import, terrain, HLA/DIS)

22
Why VBS2?
  • Our new engine is driven by the needs of both the
    gaming and military markets
  • VBS2 provides a high fidelity virtual
    environment, suitable for a wide range of
    training and analytical purposes
  • Doesnt train a tank
  • gunner how to shoot
  • Does provide a tool to
  • train a tank crew to work
  • as part of a Troop
  • The focus is on
  • collective training

23
Potential Uses of VBS2
  • Out of the box
  • Mission rehearsal and/or AO familiarization
  • Tactical training, up to Combat Team
  • Combined Arms or Joint Training
  • Convoy Training (incl VR integration)
  • Analysis of options (decision support)
  • Fire support / fwd air controller training
  • Complimentary virtual environment for live and
    constructive simulation or crew procedural
    trainers
  • Navigation
  • Requires an amount of development
  • Procedural training for UAV operators
  • Cultural awareness training (eg Arabic interface
    for USMC)
  • Visualization of weapon effects
  • Weapon (or platform) familiarization,
    experimentation
  • Force options testing

24
Graphical Improvements
  • Game influence we get this for free
  • Adds to immersion, helps acceptance
  • Realistic environment on a computer screen
    Sergent looking over shoulder immersed trainee
  • Detailed textures up to high-res satellite
    textures
  • Shadows properly rendered
  • Dynamic lighting, high dynamic range (glare,
    pupil dilation)
  • Time of day, weather, tides, stars, wind
  • Ambient life
  • Moving trees, grass (ground clutter)
  • Insects and birds, civilians
  • Higher fidelity urban environment
  • VBS2 scales from the micro (urban) to the macro
    (open) level
  • Realistic physics, interact with objects in the
    environment

25
Functionality Improvements
  • Terrain Representation
  • Streaming terrain textures and height-map
  • Rapid terrain generation (req training!)
  • Use GIS to determine required area
  • Export DTED, VMAP, imagery out of GIS
  • Import DTED, VMAP, imagery into Visitor
  • Select terrain theme Iraqi, Afgan,
    Australian
  • (modify object placement)
  • Save VBS map
  • Supports larger terrain sizes
  • 100x100km (East Timor in 4 maps)

26
Real-time Scenario Editor
  • Incorporates VBS1 instructor interface, mission
    editor, observer and command and control
  • Quick 2D and 3D scenario editing
  • Doubles as a command and control system
  • Employs new agent AI instead of game AI
  • Allows for more AI, and less computing power
    required
  • Doctrinal behaviour is now implemented
  • Teams of agents form squads, platoons, companies,
    mobs
  • Commander has precise control of team behaviour

27
Weapon Platforms
  • Weapon platform and vehicle simulation
  • Fire control systems (low fidelity)
  • Multiple weapon stations
  • Support for laser designation/range finding
  • Integrated CAS / fire support simulation
  • Personal weapon systems
  • Modular components
  • IR laser (eg PEQ-2)
  • Tactical lighting
  • Realistic ballistics modelling
  • Simulated per-weapon

28
General Enhancements
  • Simplified user and admin interfaces
  • Inventory based on weight and fatigue modelling
  • Improved networking
  • Large numbers of participants
  • Join a session in progress
  • Improved AAR - records data straight off the
    network
  • HLA/DIS integration via LVC Game (by Calytrix)
  • Steel Beasts, JSAF already completed
  • LockOn, OneSAF, JCATS?

29
Limitations
30
Limitations
  • Wont do all the work for you, VBS2 will fail if
    not employed correctly (manage expectations)

31
Limitations
  • Wont do all the work for you, VBS2 will fail if
    not employed correctly (manage expectations)
  • Rag-doll animation not used for human characters
  • Deliberate decision networking load vs graphical
    nicety

32
Limitations
  • Wont do all the work for you, VBS2 will fail if
    not employed correctly (manage expectations)
  • Rag-doll animation not used for human characters
  • Deliberate decision networking load vs graphical
    nicety
  • VBS2 is not a high fidelity tank crew procedural
    trainer
  • Watch for negative training
  • VBS2 will connect to Steel Beasts via HLA, VBS1
    already does

33
Limitations
  • Wont do all the work for you, VBS2 will fail if
    not employed correctly (manage expectations)
  • Rag-doll animation not used for human characters
  • Deliberate decision networking load vs graphical
    nicety
  • VBS2 is not a high fidelity tank crew procedural
    trainer
  • Watch for negative training
  • VBS2 will connect to Steel Beasts via HLA, VBS1
    already does
  • VBS2 will still be hardware key protected
  • But we will be offering VBS2 Lite as an
    alternative

34
Limitations
  • Wont do all the work for you, VBS2 will fail if
    not employed correctly (manage expectations)
  • Rag-doll animation not used for human characters
  • Deliberate decision networking load vs graphical
    nicety
  • VBS2 is not a high fidelity tank crew procedural
    trainer
  • Watch for negative training
  • VBS2 will connect to Steel Beasts via HLA, VBS1
    already does
  • VBS2 will still be hardware key protected
  • But we will be offering VBS2 Lite as an
    alternative
  • Not everything will dynamically destruct, blow up
    and react like it might in the real world
  • But were working on it

35
VBS2 Virtual Tool Kit (VTK)
  • USMC-sponsored development to improve the
    tactical training and mission rehearsal
    capability of VBS2
  • Development of a range of new editors
  • TECOM / PMTRASYS - (repackage VBS2)
  • Simulation centers - (modify content, terrain
    development)
  • End user - (modify scenarios)
  • Functionality and content development
  • AI API (plug-in 3rd party AI)
  • Deformable terrain
  • Thermal imaging
  • Further improve interaction with environment and
    entities
  • Assuming contract awarded - delivery Q3 07 (and
    update all users of VBS2 to VBS2 VTK?)

36
Virtual Battlespace 3
  • The Bohemia Interactive technology roadmap
    extends far beyond VBS2
  • Focus for VBS3
  • Integrated virtual and constructive simulation
  • Dynamic worlds fully populated with agent AI
  • Further hardware integration
  • VR doesnt have to cost millions

37
System Requirements
  • Windows 95, 98, ME, 2000, or XP
  • DirectX 9
  • 2.0 GHz Pentium 4 (3.4 GHz recommended)
  • 256 MB RAM (1 GB recommended)
  • 3D graphics card with Shaders 2 support (GeForce
    6800 GT 256 MB GDDR-3 AGP or ATI RADEON X850
    CROSSFIRE)
  • 16-Bit Direct Sound Compliant Sound Card
  • 8x CD-ROM Drive
  • 1 GB Hard Drive space
  • Mother Board with AGP Support
  • 10/100 or Gigabit network

38
Questions?
  • Contacts
  • Peter Morrison
  • Lead Developer VBS2
  • pete_at_bistudio.com
  • Gordon Bradbury
  • VBS Support Manager
  • gordon_at_vbs2.com
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