Its still in-engine which can clearly be seen in the scenes with Sylens and Aloy riding through wheat(?) fields.
To you perhaps. I find it very interesting
Because it was all in-engine and there were plenty of engine upgrades over the first game and even Death Stranding to point out.
Maybe if you had watched the video or read the article instead of a low-effort drive-by you would know!
When have these in engine trailers ever been representative of gameplay graphics. I get why people might want to watch it, but it seems no different than doing a tech analysis of a Pixar trailer.
When have these in engine trailers ever been representative of gameplay graphics. I get why people might want to watch it, but it seems no different than doing a tech analysis of a Pixar trailer.
Hm, not to me. I think it's unrealistic to expect every feature of the hardware to be used in every game, and ray tracing is expensive as hell. Also have to remember this has been in development for 3-4 years? I wonder when developers actually got their hands on kits that supported ray tracing. Might have also been too late in the development process to add it in or was too expensive with what they've built up to that point.
This is good feedback. Maybe a "Rendering 101" video would help here, just to go over some basic techniques modern games use to get things done that people could reference.I have a small criticism of Alex's videos. He uses too much jargon. It's fine when he demonstrates/explains what he means like with hero lighting and hero props/assets, but then there are phrases like "traditional card based system for the hair" that left me having to look it up. I don't have a problem with looking stuff up on occasion, but there are videos of his which make me feel like I should have taken a mini-course in graphics rendering before watching.
Frozen Wilds made me an HDR believer. It was the first 'game' I played in HDR fully.Just platinumed the first one. I don't think it's much of a looker but I'm used to playing in 4k now so not really a fair comparison. Great to see new environments and it looks much better.
Honestly this could be a really good thing for them since not a lot understand whats going on in their videos, Dark1x has this been considered before? Not sure if y'all have already done this.This is good feedback. Maybe a "Rendering 101" video would help here, just to go over some basic techniques modern games use to get things done that people could reference.
It's clearly using RT, you don't get those types of reflections and AO without any sort of RT implementation.
Alex doesn't seem to think so.It's clearly using RT, you don't get those types of reflections and AO without any sort of RT implementation.
Horizon Forbidden West doesn't seem to be using ray tracing for reflections in the footage seen so far. Decima-flavour screen-space reflection is used on reflections for distant water, at least. In one of the last shots in the trailer, pterodactyls obscure the terrain in the distance and as a consequence, the reflection beneath lacks that information.
Pre order cancelled. It was gonna be the same trash anyway... right. Right?!
Tip of the cliff in the middle of the gif
BUT THE SSD IS SO FAST!
They sort of have this with the df tech focus series.Honestly this could be a really good thing for them since not a lot understand whats going on in their videos, Dark1x has this been considered before? Not sure if y'all have already done this.
Many will be in for a disappointment .
RT is for many things out of reflection. They don't use RT for reflection but we need to see how will be the gameplay to know if they use something for GI, ambient occlusion, soft shadow.
I still can't get over the water simulation. Even if it's baked it's really, really good and dramatically beyond the first game.