I'm legit surprised. Go play MGS5 or Infamous ss/fl and go back to the division, the difference is huge
isn't MGS5 and inFamous SS 60fps? Division is 30fps so maybe you're feeling the lag from that?
I'm legit surprised. Go play MGS5 or Infamous ss/fl and go back to the division, the difference is huge
What games actually have GI?
Naughty Dog employs a distinct global illumination system that replicates the effect of sunlight bouncing around the environment, providing subtle variations in the way locations are lit and shaded. Direct light sources - the sun, torches and gunfire - are rendered dynamically in real-time, casting their own shadows, while secondary and ambient lights are achieved via baking (pre-calculating) these elements into the environments using dynamic light maps. The end result is that locations appear natural and contain plenty of depth.
I still don't get why destiny keeps being brought up in every division thread. It's such an unfounded comparison.
Just remembered, kingdom come: deliverance has it too.Tomorrow Children is the only one as far as I know.
Which makes it all the more understandable that the game nixed it.
Still hoping that Massive may add it back in on PC somewhere along the line assuming online community and post launch support keep up.
The Last of Us on PS3/4 faked it for some specific scenes. Which was still impressive.
This seems to me like willfull ignorance. The two games systems and content are both derived from similarly MMO lite concepts and are comparable in many aspects.
I think there are a few games that look better on consoles visually, like Arkham Knight and Battlefront
This seems to me like willfull ignorance. The two games systems and content are both derived from similarly MMO lite concepts and are comparable in many aspects.
What games actually have GI?
The game looks very very good, especially given the size and scope of the world. The only real complaint I have is the atrocious pop-in, but they had to make compromises somewhere I guess.
What games actually have GI?
of the game's assets have also been dialed back, including some of the graphical features you specified.
Which assets and in what manner? Specificity is key.
Just about everything. This is mostly visible in-world objects like cars and clutter. They admitted that they were doing this about a year ago for all platforms.
u w0t
Links?
Really like this shot also.
PC? Looks absolutely amazing.
could someone test the car glass breaking dynamics in a video? in the original footage there seemed to be a complex simulation going on. shooting holes in close proximity made the sections in between fall away realistically (basically a more realistic version of what happens in resistance fall of man). so you could essentially "cut out" holes in glass with gunfire. another thing that impressed me in the reveal but i've not seen in footage so far. same goes for the billboard bullet holes with light passing through. is that still present and correct?
How is the X1 Version holding up? Curious to hear some honest opinions from those who may have tested multiple versions. I tried to but couldn't get keys.
PC? Looks absolutely amazing.
I really don't understand why this is impressive... at all. I mean, that wouldn't even happen.
another thing that impressed me in the reveal but i've not seen in footage so far. same goes for the billboard bullet holes with light passing through. is that still present and correct?
I'm going to be the pedant that says glass doesn't work like that, even shatter-proof glass.
I'm going to be the pedant that says glass doesn't work like that, even shatter-proof glass.
*
This one is easily the saddest I think. The picture on the right looks like a level editor screenshot with all effects disabled. It hardly even looks like there's any lighting at all. The skybox is also gone or covered up.
The game does have some form of indirect re-lighting ou doors, see this below:
Red circled is indirect lighting, bounce light here from the sun.
But how much of that is just screen space effects (SSR + SSAO)?
This is what that bounce light looks like when out of screen space influence.
How is it being done? IDK. Does it taken into account dynamic objects? IDK. Is it baked out per hour? IDK.
Yes the lightning is totally amazing.
Yet the interactivity with the world is non existent. A nice looking world with no way to interact with the enviroments.
Meh
i made cars explode, i think
Yes the lightning is totally amazing.
Yet the interactivity with the world is non existent. A nice looking world with no way to interact with the enviroments.
Meh
Fully in agreement with you. Hence why I made the two images to show the difference in how SSR and SSAO is doing most of the visual work in the first screen.Going by a pure graphics perspective:
This one is easily the saddest I think. The picture on the right looks like a level editor screenshot with all effects disabled. It hardly even looks like there's any lighting at all. The skybox is also gone or covered up.
Looks like a very primitive screen space reflection. Basically they take the lightest parts of the screen, and reflect it at super low blurred resolutions on objects with set to reflect it in it's materials properties. That or dynamic cubemap (It's been so long since I've worked with those, I'm not sure how good they've gotten).
As for the second picture, looks like generic baked lighting to me. The issue I have here is look at the trash bags in your first picture. Notice that inbetween them, it's almost black in terms of lighting? Then look at the I beam girders, and it's all lit up in there. It looks flat because of that and unnatural.
edit: Hit submit button early darn it.