- Btw, in one of SIGGRAPH talks Kojima Productions tech artists talked about the height fog, some kind of dynamic volumetric fog that snaps up the whole scene gradually and covers it. How is it effective in the game?
- Many doubted the dynamic fluid physics of the game but we saw in TSG gameplay that that black goo is physically interactive and floods the whole building and scene.
- I talked to Guerilla after the release of Horizon and why there are no refelctions and foliage interactions in Horizon and they said they need to chnage the fundamental system in the engine to enable them, From what i saw in DS, foliage is fully interactive and there are reflections on water and eveyrhwere in DS. How much Kojima productions evolved the engine after Horizon?
- Kojima always talked about 4D time elemnet in his games and that he wanted time to affect things like tress growing in the game and gettign older and dying then sprouting seeds to give bith to new tress: he created an entire element called timefall to cause such time reactions we saw plants growing, withering and dying in real time, this affects people, cargo metals that get corroded etc... How far this feature is advanced? Does it affect only those elemnts or there are more?
The water in the streams looks like it not generate any geometric deformation on Sam passage, like in horizon, or i'm wrong and instead there is geometric deformation ?