brainchild is back with an analysis on the final build of Luigi's Mansion 3. I'll try to put up a summary, but I'll be busy for a bit
- cutscenes are higher quality; shaders, textures, geometry are higher than in game
- lots of unique assets and high object density
- transitions between in-engine and in-game is seamless
- canned animation takes less resources
- materials are physically based
- reflections are a bunch of dynamic local cubemaps, not screen space
- resolution of reflections a much lower to save resource costs
- planar reflections are used for mirrors, quality are near 1:1, and expensive
- water is screen space reflections, has artifacts
- some water is hybrid of methods
- water is a dynamic mesh and has geometry animation
- caustics are projected in 3D space
- flashlight is pretty realistic, has a volumetric effect
- fog might be billboarded rather than volumetric but hard to tell without moving the camera
- light mask and projection mapping are used extensively to light and shadow scenes
- light mask fidelity are based on the mask texture fidelity
- lots of shadows are point shadows for the sake of computation
- artifacts with some shadows due to shadow mapping bias
- game doesn't seem to use stencil shadows
- large variety of normal maps, some are even animated
- indirect lighting through radiosity (light/color bleed) and ambient occlusion
- rather than screen space AO, seems to be artist-generated
- exaggerated contrast in the AO
- flashlight causes light bleed, which is pretty rare due to computation cost
- NLG seems to have artistically defined when radiosity effects occur, due to such, it's not accurate, but enhances the presentation without lowering the frame rate
- backlighting of objects due to double sided object rendering
- double-sided object rendering allows for the unseen side of objects to be rendered, which increases computation costs
- allows for subsurface scattering effect
- Gooigi has a very impressive material in regards to lighting
- Gooigi is a good boi
- shader of Gooigi has improved since the reveal of the game
- Gooigi acts as a participating media, it affects light going through it
- transparency is a mix of alpha blending and stippling patterns
- might be both forward and deferred rending
- polygon fur rendering used
- particle effects are self-illuminating
- dynamic mesh deformation on sand and fabric
- some framepacing issues, but overall very stable
- Nvidia has assisted in some way
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