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Engineer’s Workshop: Engine Evolution in Warlords of Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Welcome to the first in an ongoing series of programming- and engineering-focused articles that, over time, will cover some of the technical nuts and bolts that go into creating and running World of Warcraft.

Before we kick this first one off, a quick warning: What follows is a fairly technical explanation for a graphical-setting change related to anti-aliasing. Most of you probably won’t notice any difference at all—this is primarily for those who tend to tinker with their hardware and graphical settings.

In short, we’re taking strides to improve the performance of World of Warcraft, while also ensuring there’s plenty of potential to further increase graphical fidelity and enhance our support of high-end CPUs and graphics hardware.

For Warlords of Draenor, we made a decision to remove Multisample Anti-Aliasing (MSAA) and instead include a new anti-aliasing technology called Conservative Morphological Anti-Aliasing (CMAA). This change is going to allow us to bring some overdue technological advancements to World of Warcraft over the course of the next few years—we’re thinking long-term with this change.

One reason MSAA remained viable for WoW over the past decade was that the GPU had the time and resources to handle it. WoW has been a CPU-bound game for much of its lifetime, but during the Warlords development cycle, we endeavored to change that. A lot of that work involved analyzing the flow of data through our code and making sure we work on only what we need to for any given frame. One example is we now variably reduce the number of bones that need to be animated based on proximity and view (sometimes called level of detail, or LOD), a primary consumer of CPU time. We’ve also added a job system that the engine uses to task out animation and scene management in ways we had prototyped in Patch 5.4, but are expanding in Warlords.

The outcome of all of this is that more than ever before, World of Warcraft relies heavily on a GPU that previously was largely free to handle things like MSAA. We explored a number of options to reconcile this increased GPU demand with the game’s anti-aliasing needs, and ultimately decided to embrace CMAA as our anti-aliasing technology for Warlords of Draenor. As with anything that can potentially change the look of the game, we vetted removing MSAA through our engineering and art teams before coming to the conclusion to swap it for CMAA. CMAA provides solid anti-aliasing at a fraction of the cost in memory and performance. It also integrates well with technologies we have planned for the future, and helps us bring those to the game sooner. We also support FXAA (Fast Approximate Anti-Aliasing), an even lighter-weight solution, as an option for our players using DirectX 9.

CMAA fulfills our goals of providing high-quality anti-aliasing at reduced performance cost, while giving us the extra headroom we need to further improve the graphical fidelity of the game. We don’t have to make any architectural concessions within the engine for CMAA to work, and for Warlords of Draenor we’ve already been able to implement new graphical features like target outlining, soft particles, a new shadowing technique, and refraction—and more graphical features are on the horizon for future patches and expansions.

For the launch of Warlords of Draenor, CMAA is the top-tier graphical setting available, but after release we’ll be exploring more options for players with high-performance graphics cards—and if they provide quality while still fitting into our future technology plans, we’ll take a serious look at adding them to the game.

The graphical future of World of Warcraft is a bright one, and the changes we’ve made during the development of Warlords of Draenor have laid the groundwork for us to continue making the game look better and better far into the future.

Thanks for reading!
This article was originally published in forum thread: Engineer’s Workshop: Engine Evolution in Warlords of Draenor started by chaud View original post
Comments 168 Comments
  1. Emophia's Avatar
    A blog post trying to justify how they made the game look like shit.

    PTR looks so bad because the new anti aliasing is hot garbage.
  1. mmoc9a48be24dc's Avatar
    As someone who grew up watching shit on vhs and betamax your tears give me great pleasure
  1. mmocea8c9ba75a's Avatar
    MoP looks soooo much better than WoD with all the jagged edges. It got so ugly
  1. Todd Duval's Avatar
    The problem probably came down to that some features will only work with CMAA and to get it to work with the older method would require even more overhead and additional development.

    It's kind of garbage that the Engineer's Workshop didn't even release their own comparison image, probably because it indeed does look much worse, even to the untrained eye.
  1. Kryos's Avatar
    Quote Originally Posted by dahorst View Post
    As someone who grew up watching shit on vhs and betamax your tears give me great pleasure
    Me, too and those looked better because analog... sure, low res, crappy colors and distortions.. but no jagged lines!
  1. mmocbfaacb1cad's Avatar
    Changing their AA technology won't cut it for the future. Also, having a high-end system, this doesn't make me very happy, but I'm in minority.
  1. Sylreick's Avatar


    I would love to see SSAA as an option, but in most cases I don't see many differences of CMAA to MSAA. So as compared to today, you have to actually be looking for those differences to see them.
  1. W1ldW1ng's Avatar
    Quote Originally Posted by Sylreick View Post
    I would love to see SSAA as an option, but in most cases I don't see many differences of CMAA to MSAA. So as compared to today, you have to actually be looking for those differences to see them.
    Thanks for the vid.
  1. Strakha's Avatar
    As a linux / opengl user I wonder if this change will be implemented as well.

    The game runs flawlessly now on wine, so I hope that this doesn't ruin things for me or I shall be sad.
  1. Ulgrim's Avatar
    Quote Originally Posted by Elmow View Post
    MoP looks soooo much better than WoD with all the jagged edges. It got so ugly
    The jagged edges makes the game more savage™.
  1. Coffeebean's Avatar
    Quote Originally Posted by Buster- View Post
    Thats true, I might have been a bit mis-representative about more shader units meaning better performance and being the only thing that counts, shader unit count does of course count and make a difference, the more shader programs you can run at once in parallel, the better performance will be, like multi-threading on a much larger scale.

    In the same way though, newer GPU's with newer architectures will usually be better than older ones, a lot of newer GPU's do tend to have more units per GPU though so thats was part of the point I was getting at. Dual 780Ti's in SLI should be better and see some benefit compared to a single one, but one 780ti is probably better than two 580GTX's potentially. My point mainly was you should see much more benefit from two cards than a single card of the same type with the deferred system.

    MRT is really well supported in the DirectX 11 pipeline by itself and most modern GPU's (within the last 4 years or so) support it so you're pretty well covered there. Obviously newer more powerful GPU's provide improved architectures designed specifically to the latest graphics API's. I am pretty excited about the deferred rendering as it should really give WoW a big improvement especially as Blizzard add more features to it and should last it a good long time.
    I just want to point out to the two of you, and anyone else talking about SLI performance optimization, that there's not really much, if anything, to do in that regard. When you make a call to a graphics API (DirectX in WoW's case), you are asking for something very specific. So specific, in fact, that GPUs are able to almost perfectly parallelize any rasterization you ask it to perform. The only reason you don't see exactly double the performance, when running SLI or Xfire, is because one GPU will be responsible for ensuring that frames are delivered to the CPU in the proper order (this relationship is effectively the master-slave model). This means that it will always seem like one GPU is doing more work than the other, and it is, but the reality of the situation is that as much work as possible is being offloaded to the secondary GPU.

    Hopefully this shines some light on the SLI situation. There always seems to be a lot of confusion around this issue.
  1. voskopoula's Avatar
    The most important part of this post is
    The outcome of all of this is that more than ever before, World of Warcraft relies heavily on a GPU that previously was largely free to handle things like MSAA. We explored a number of options to reconcile this increased GPU demand with the game’s anti-aliasing needs, and ultimately decided to embrace CMAA as our anti-aliasing technology for Warlords of Draenor.
    So to translate they are changing the antialiasing method, because they are sending more weight from CPU to GPU overall. So in order to not have customers getting bottlenecked from average GPUs even if they have awesome CPUs they did change the antialiasing method to a lighterweight method.

    Seems it is all about balancing while adding new graphical features and i bet the new character models did have an impact. Thats why they
    One example is we now variably reduce the number of bones that need to be animated based on proximity and view (sometimes called level of detail, or LOD), a primary consumer of CPU time.
    Translation, with the new character models average cpus are bottlenecking and we must cut down LoD on bones too!

    Thoughts
    1) If you have an awesome cpu with an awesome gpu on a 3 monitor setup, it will pay up visualy if you can tinker those lod limitations (unless they are automated and open up depending your hardware)
    2) If you had a balanced average PC on MoP things might drop a little on fps but i don't think they will drop inside raid encounters. Now the word balanced is pretty vague. This is a huge subject and we really can't know what balanced setup we need unless we spawn on the center of the major city hub of a faction in WoD the first weeks :P. However i would expect some really low fps for average PCs (CPU+GPU on 120-180$/euro each) if you spawn on the center of the major city hub during the first level up weeks :P. Considering all players will be showing heads and not helmets..:P
    3) Bottlenecking could be more easy to happen, especially on average game PC, no matter what balancing they will do, the graphical data will be bigger right?
  1. Mytheros's Avatar
    I don't know, as someone who plays truly beautiful looking games like Metro Last Light , Battlefield 4, hell even Tomb Raider (2013) ..... there much more but my point is only to say if you are speaking of graphics....WoW is WAY WAY WAY down on the list.....so my take is speaking about WoW's AA technology is splitting hairs.... you have a game engine that's ancient...ok I'll credit Blizz they are using higher polys now so the later expansions graphically are better than say Vanilla through Wrath look....but WoW doesn't touch the quality of just about any modern FPS......and there's other MMOs that look better as well if people want to argue the virtues of creating a much smaller game (like an FPS) vs. a huge undertaking like a MMORPG.....

    I've played games for damn near 32 years.....I'm one of those geeks that built his own machines (for about 15 years straight) .....I did the over clocking, not just of CPU's but memory and GPU's...AND I'm not talking with the current easy mode Bios systems and mobos I'm talking the old school over clocking flicking dip switches, "forcing" timing settings on memory.......and breaking shit some times costing me lots of money....

    I no longer do that stuff....and my current desktop was pre-made , bought from one of the popular gaming PC companies....

    But anyway I'm a geek and I honestly don't see a big difference even in the video posted above. I have a system that can handle Metro Last Light on high and get 60 fps (except some spots in the story when the screen gets really busy it dips down into the 40's).....I run Battlefield 4 on max settings and get about 60-70 fps, again unless the battle is really intense then i do sometimes lag down into low 40's.

    With my rig in beta everything looks beautiful to me...on Ultra and DX11....the game looks great (for WoW I mean).....I think like almost any type of change blizz makes with WoW it'll be over dramatized and people will exaggerate the hell out of it, making it way more an issue that it has any real right to be.

    Btw why is the color/shadowing different in the video with CMAA versus all the others? LOL....CMAA, according to all I've read on it, like any other AA tech doesn't "do" anything with colors.
  1. Paula Deen's Avatar
    I have a feeling they saw the video and decided in the future SSAA is coming. Woot. For now I am forced to downsample from 4k to get decent results, still looks like ass compared to MSAA, but it is better than FXAA or CMAA.
  1. mmoc002f52dd83's Avatar
    Who cares about anti-aliasing, when I have a decent high end PC, that can play all the new games with high+ settings with over 60 fps, but in WoW i dip to the 30's, while both my cpu and gpu can't go over 60% usage? It's the engine it can't hold itself, it's too old and can't use the modern hardware. Adding more graphical extras will make it even worse...
  1. Paula Deen's Avatar
    Quote Originally Posted by grashoverride View Post
    Who cares about anti-aliasing, when I have a decent high end PC, that can play all the new games with high+ settings with over 60 fps, but in WoW i dip to the 30's, while both my cpu and gpu can't go over 60% usage? It's the engine it can't hold itself, it's too old and can't use the modern hardware. Adding more graphical extras will make it even worse...
    You. Are. Lying.

    You are either lying or you haven't played in years and are just whining. I have a 760, which is an average video card, and I have an i5 3570k, which is also pretty average. I play the game at 60 FPS solid except when I turn Shadows up to Ultra.
  1. Gaebryel Quintyne's Avatar
    Any way of forcing SSAA in beta or PTR? Anyone tried it yet, especially with a AMD GFX card?
    I know MSAA cannot be forced anymore in beta or PTR due to the engine being changed to deferred engine or something like that.
  1. Ayperos's Avatar
    Quote Originally Posted by Gaebryel Quintyne View Post
    Any way of forcing SSAA in beta or PTR? Anyone tried it yet, especially with a AMD GFX card?
    I know MSAA cannot be forced anymore in beta or PTR due to the engine being changed to deferred engine or something like that.

    I've tried forcing SSAA in the beta in my control panel drivers, and through nvidia inspector, neither works.
  1. Paula Deen's Avatar
    Quote Originally Posted by Gaebryel Quintyne View Post
    Any way of forcing SSAA in beta or PTR? Anyone tried it yet, especially with a AMD GFX card?
    I know MSAA cannot be forced anymore in beta or PTR due to the engine being changed to deferred engine or something like that.
    It is possible to force it on some cards, but it results in severe graphical infidelities. It is easier to just downsample, if you have a decent monitor and a decent graphics card, I can point you in the right direction for downsampling. Be aware, it can make the text ingame look a bit blurry due to the way the method works, but the results are much better than the new options on PTR/Beta.

    Link on how to Downsample: http://www.neogaf.com/forum/showthread.php?t=509076
  1. caervek's Avatar
    Lol, they haven't even bothered posting this on the EU site yet as it's caused such a backlash :P (normally posts like this are copied straight over).

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