[2] Umbra's technology is used in many major video games such as Batman: Arkham Knight, Call of Duty: Ghosts,[3] The Witcher 3: Wild Hunt, Destiny, Until Dawn, Killzone: Shadow Fall, Mass Effect 2, Mass Effect 3, Guild Wars 2, RaiderZ, The Secret World, Lord of the Rings Online, Planetside 2, Alan Wake, Age of Conan: Hyborian Adventures, Grandia Online, EVE Online, Free Realms, Dragon Age Origins, Dragon Age II, Deus Ex: Mankind Divided, and DOOM.
Umbra's technology has been licensed for use in video games by Rocksteady, Bungie, Guerrilla Games, CD Projekt, Microsoft Studios, Team Dakota, Neversoft, Infinity Ward, Shanda, Vicarious Visions, Specular Interactive, Remedy, Red Duck Inc., Splash Damage, Softmax and several others.
The difference from past versions is that Umbra 3 has a pre-process stage where it compiles the visibility data which is then used at runtime to perform visibility-related queries.
[4] Prior to Unity 5's release Umbra's occlusion culling solution was available only with paid Pro licenses.
Edge Magazine's website next-generation.biz reported on 15 December 2011 that Umbra's technology is an integral part of Bungie's new 3D engine and game.
The latter is based on Umbra's Stereo Camera feature which the company explains allows that "both eyes can use the results of a single occlusion culling operation – effectively halving the required processing time.
"[8] On 3 April 2014, Umbra announced that its latest technology was licensed by Wargaming to be used as part of the graphical upgrade being made to World of Tanks.
Designed for developing games with large and dynamic [3D] worlds, dPVS computes visibility databases in real time.