← Back to products
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