It has been announced that Havok FX, a brand new CPU-driven software product that will deliver unprecedented levels of detail and physics to particle effects, will be adopted for use within Tom Clancy’s Rainbow Six Siege arriving in October 2015 for PS4, Xbox One and PC.
The result of extensive research into massive scale high performance Physics simulation, Havok FX allows developers to physically enable particle systems and to add a new gameplay dimension to previously aesthetic visual effects. Through its focus on CPU processing, Havok FX offers a lightweight, cross platform solution to creating dynamic and persistent particle effects across all next gen platforms and PCs. Shrapnel, dust, goo, debris and smoke will interact with both the player and the environment, increasing the fidelity of the game world while also offering designers the ability to deliver gameplay altering effects. Artists now have the freedom to create the richer and more dynamic environments at a scale that modern AAA gaming demands.
“Havok FX brought all we needed to push the realism of Realblast, our procedural destruction engine, to a whole new level. With each explosion you see debris, shrapnel and fragments all flying through the environment and reacting dynamically, making each assault even more tense and realistic,” says Mark Besner, Lead Programmer at Ubisoft Montreal.
“Havok FX isn’t just a software package; it’s technology that takes advantage of the step-up from the previous console platforms toward the incredible power of next-gen hardware,” says Brian Waddle Vice President of Sales & Marketing at Havok. “This was the perfect opportunity to roll up our sleeves and collaborate with the Rainbow Six Siege team to demonstrate the ability and power of Havok FX. This incredible title showcases the future of particle physics and debris effects on CPU, and we believe the industry as a whole will demand the same high level of fidelity by leveraging Havok FX in future games. Once consumers see Rainbow Six Siege in action, gamers are going to demand this level of quality and immersion from the games industry.”