What is SpeedTree®RT?
What’s New?
While there are too many improvements to include in a comprehensive list on this page, here are a few of the several dozen enhancements made to SpeedTreeRT and the Reference Application in our latest versions:
Version 4.1
Drop-In rendering code
— The 4.1 Reference Application (video to the right) provides developers with a navigable, real-time environment with a complete SpeedTree integration. Source for the rendering code is provided to full licensees to help ensure fidelity between what your artist sees in SpeedTreeCAD and what the end user sees in-game. The Reference Application was designed with these primary goals in mind:
- Provide production-quality reference code that can be dropped into an application with minimal effort.
- Optimize reference code for Xbox 360™, PS3™ and both PC (OpenGL and DirectX) platforms.
- Provide comprehensive shaders (HLSL & Cg) that can be used out-of-the-box.
- Prioritize both performance and efficiency.
Composite normal map support
— Added support for composite normal maps in the reference application. Composite normal maps (which contain leaf and frond textures) are exported from SpeedTreeCAD during the regular tree export process via the enabling of a single parameter. With this addition, normal-mapping can be utilized on all SpeedTree components (leaves, fronds, branches, and billboards).
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Smoother LOD fades
— SpeedTree components can now use a smoother LOD technique, resulting in much less noticeable transitions.
Version 4.0
Normal-mapped 360° billboards
— This feature significantly enhances SpeedTree’s effectiveness in a dynamic lighting environment. Diffuse and normal maps are exported directly out of SpeedTreeCAD, based on the geometry of the tree model. When lit at a distance, the billboards represent their 3D counterparts with striking accuracy. This is the recommended approach for rendering any tree-heavy dynamically lit scene.
Arbitrary instance rotation and scaling
— The new feature goes hand in hand with the new normal-mapped 360° billboards feature. Together with the new reference vertex shaders, any tree instance can be scaled and rotated all the way down to a billboard with great efficiency. 4.0 can even batch render billboards representing any species with any rotation/scale values in one draw call.Dramatically reduced LOD CPU load
— The render-loop LOD computation functions have been completely rewritten with a focus on efficiency with some functionality moved to the reference shaders. The result is an 85% reduction in CPU usage to calculate a given forest's LOD state.Custom memory allocator interface
— Written specifically for console developers, this allows the application to route all internal heap allocations in the SpeedTreeRT library through to a single function. Heap fragmentation has also been greatly reduced.
What Comes With A SpeedTreeRT Title License?
Complete real-time tree rendering solution; package includes:
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Complete source code for SpeedTreeRT C++ library
- Three months free support
- Full C++ and shader source for reference applications for
rendering SpeedTree geometry in DirectX 9.0c, OpenGL 1.4+, Xbox
360™, and PLAYSTATION®3
- SpeedTreeCAD — (title-based license, covers all project personnel)
- SpeedTreeMAX — a set of 3ds max plug-ins for forest creation and rendering
- SpeedTreeMAYA — a similar offering that works with Autodesk’s Maya
- Every tree model in our vast Tree Model Library, including well over 1 GB
of textures and models.
- Extensive documentation
Free Trial Version
SpeedTreeRT FAQ
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Inc (IDV). All rights reserved.

