Here is the Web-page containing all the information of the upcoming patch for Rainbow Six, including the much talked about Map removals.
2 new operators
Lesion and Ying
New Map
Theme Park
New Upgraded Servers Deployment
The new servers will be deployed with the launch of Season 3. These new servers bring significant improvements to stability, connectivity, FPS, rubberbanding, and overall performance. On top of the new servers, we have a new physics system in the works, which should further address issues with players teleporting and rubberbanding.
Improved Lighting When Looking From Inside To Outside And Vice Versa.
Initially, we wanted to use realistic values to have contrasted and realistic lighting, which works in the same way as a camera would in real life. Additionally, the bloom was intended to limit the effectiveness of Defenders peeking outside.
We are excited to tell you that we have completely reworked how exposure is handled on all maps, and reduced the exposure values. Bloom issues are now a thing of the past.
Sky Model Update (All maps)
We will now be using image based HDR skies. This allows us to have more artistic control of the ambient lighting, as well as increase the overall quality of lighting in general.
BDRF update (All maps)
Updates are being worked on for our shading model, also known as Bidirectional Reflectance Distribution Function, which calculates reflections. It now matches the same model as our external texturing tool, which improves the workflow for our artists. What this means for you is that you will see an improved reflection quality in some materials, particularly in terms of glossiness.
Data cleanup on map textures and meshes (kafe)
Over the course of the next year, we will be reworking the textures of every single map. We are starting with Kafe Dostoyevsky, our most expensive map in terms of memory-budget. We have been going through all the textures and meshes of Kafe, smoothing, optimizing, and standardizing everything we could. In essence, we are streamlining and reducing its overall memory footprint.
Optimizing Operators
In Operation health, we have done a complete pass on all of our Operators to make sure the total sum of their textures meet a consistent memory usage. This means that textures that were not adequately optimized are now remapped in the UV Mapping with greater efficiency so that they take up less amount of memory without reducing quality.
Because we’re meeting a consistent memory budget across all operators, it also meant that we could slightly improve the quality for some Operators. Lower budget Operators, like Sledge, will have a slight improvement of quality.
Face Rigging Cleanup Means More Consistent Facial Reactions
By doing a pass on the facial rigging of the Operators, it means that they now have a more consistent reaction with the shape of their face. This will result in more accurately aligned points of movement in the face.
2 new operators
Lesion and Ying
New Map
Theme Park
New Upgraded Servers Deployment
The new servers will be deployed with the launch of Season 3. These new servers bring significant improvements to stability, connectivity, FPS, rubberbanding, and overall performance. On top of the new servers, we have a new physics system in the works, which should further address issues with players teleporting and rubberbanding.
Improved Lighting When Looking From Inside To Outside And Vice Versa.
Initially, we wanted to use realistic values to have contrasted and realistic lighting, which works in the same way as a camera would in real life. Additionally, the bloom was intended to limit the effectiveness of Defenders peeking outside.
We are excited to tell you that we have completely reworked how exposure is handled on all maps, and reduced the exposure values. Bloom issues are now a thing of the past.
Sky Model Update (All maps)
We will now be using image based HDR skies. This allows us to have more artistic control of the ambient lighting, as well as increase the overall quality of lighting in general.
BDRF update (All maps)
Updates are being worked on for our shading model, also known as Bidirectional Reflectance Distribution Function, which calculates reflections. It now matches the same model as our external texturing tool, which improves the workflow for our artists. What this means for you is that you will see an improved reflection quality in some materials, particularly in terms of glossiness.
Data cleanup on map textures and meshes (kafe)
Over the course of the next year, we will be reworking the textures of every single map. We are starting with Kafe Dostoyevsky, our most expensive map in terms of memory-budget. We have been going through all the textures and meshes of Kafe, smoothing, optimizing, and standardizing everything we could. In essence, we are streamlining and reducing its overall memory footprint.
Optimizing Operators
In Operation health, we have done a complete pass on all of our Operators to make sure the total sum of their textures meet a consistent memory usage. This means that textures that were not adequately optimized are now remapped in the UV Mapping with greater efficiency so that they take up less amount of memory without reducing quality.
Because we’re meeting a consistent memory budget across all operators, it also meant that we could slightly improve the quality for some Operators. Lower budget Operators, like Sledge, will have a slight improvement of quality.
Face Rigging Cleanup Means More Consistent Facial Reactions
By doing a pass on the facial rigging of the Operators, it means that they now have a more consistent reaction with the shape of their face. This will result in more accurately aligned points of movement in the face.