Vercidium Audio

A high performance raytracing solution for every game

Join the waitlist

Loading...

Occlusion
Muffle sounds in real time

Loading...

Reverb
Accurate echo simulation with various materials

Loading...

Accessibility
3D audio visualisation and in-depth customisation

Loading...

Performance
Innovative event-based raytracing system


Occlusion

Thousands of audio rays originate from the player and collide against a low-poly version of the world. Sounds are muffled based on the amount (and length) of rays that reach them.

Rays are cast in real time, meaning sounds will automatically become clear/muffled when the player moves around, or when the environment changes.

Loading...

Support for cubes and prisms

Loading...

Spheres, cylinders and cones

Loading...

Triangles, planes and meshes

Rays instantly traverse large distances, meaning both open-world and indoor environments are a perfect fit for raytraced audio.

Loading...

Open-world terrain

Loading...

Complex indoor scenes


Reverb

Audio rays bounce around the environment before returning back to the player. These rays lose energy based on the types of surface they hit (wood, metal, grass, etc).

The total energy returning to the player, as well as the elapsed time, are two of many statistics used to produce echo that matches the environment.

Loading...

Returning rays are also occluded by primitives

Loading...

Echograms provide realistic echo responses

Environmental and material statistics are also used to determine the final reverb sound.

Loading...

Each material has low-frequency and high-frequency absorption and scattering properties

Loading...

Reverb properties are calculated using environmental data


Platforms

Vercidium Audio will be available in many forms. Game engine plugins handle the heavy lifting for beginners, and cross-platform SDKs provide low-level APIs for experts.

Godot and Unreal plugins for ease-of-integration

C# and C SDKs for maximum performance


Accessibility

Raytracing can also be used to visualise audio for deaf players. By rendering shapes / icons where rays bounce, 3D audio can be painted directly onto the game world.

Loading...

Convey directional audio by rendering ray bounce positions

Loading...

Render custom icons for each type of sound

To suit any game and target hardware, there are a wide selection of performance, technical and stylised settings that both players and developers can customise.

Loading...

Custom ray amount

Loading...

Custom bounce amount

Loading...

Custom materials

Loading...

Custom occlusion and reverb formulas


High Performance

Vercidium Audio uses an innovative raytracing algorithm that runs on background threads on the CPU. Smart caching systems and event-based updates ensure that rays are only cast when they need to be.

Loading...

Higher ray counts can be achieved by dedicating more threads to audio raytracing, or by utilising OpenGL compute shaders.

Loading...

Get Access

We are looking for testers. Please fill out the form below to let us know about your game, and to receive an invite to our Discord server.

Join the waitlist