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HERO// P / vbsng-core
A real-time visual core built for training, not entertainment. Engineered to keep long-session simulations stable, distant objects identifiable, and multi-channel geometry frame-perfect.
1 · Cross-platform Rendering Pipeline
D3D11 / D3D12 / Vulkan from one source · industrial-grade graphics abstraction
Simulation Effects
- 6-channel deferred GBuffer (BaseColor / Normal+MaterialID / DDX-DDY / MaterialData / ObjectID / Emissive); material-ID driven PBR table lookup
- 1–8 cascade shadow maps with PCF / optional PCSS soft shadow, 16/32-bit depth, up to 4096² resolution
- Spherical Earth mode: distant objects naturally sink below the horizon
- HDR in linear space, R11G11B10_FLOAT color buffer, tonemap applied last
2 · Post-processing & Image Quality
Bloom · TAA · SSR · one full-screen filter context
Simulation Effects
- Night Bloom: half-res mip chain Gaussian, tightly coupled with night emissive content
- D Bloom: shared PostFX context with SSR / TAA
- NVG / IR / SAR / TV sensor passes compose freely with Bloom / Fog
- Time-stable TAA + frequency-domain sharpening — distant identification +18% over industry baseline
3 · Geometry & Scene Scale
100 km × 100 km seamless traversal · OGC CDB global extension
Simulation Effects
- 10M+ triangles per frame (typical city); GPU-instanced path reaches 50M+
- 256–1024 terrain + GeoFeature tiles scheduled simultaneously
- Double-precision 64-bit world coords with GPU origin-shift, mm-level accuracy
- Terrain LOD up to 24 quad-tree levels, seamless from meter-scale to global view
Key Parameters
- Graphics API: D3D11 / D3D12 / Vulkan
- OS: Windows 10/11 x64, Linux x64
- Recommended GPU: RTX 3060 / RX 6600 or above
- VR Ready: multi-viewport + stereo projection reserved, OpenXR integrated