This is one possibility that could come to mind.But there's at least some other one.
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The demo ran in 1080p native resolution. Texture resolution was 1080p as well.
1080p less 20% up and down.And texture resolution is either 2k or 4k.Conservative.Witch would be a better bullet point than the wrong 1080p texture size (witch is not a number a texture artist would ever use).
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The framerate was not optimized at E3, and ran between 30 and 90 frames per second.
A little mouse i know told me this is BS.
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The demo used only 4 GB of the PS4′s 8 GB of RAM.
That's what the guy doing the presentation should have said to Hiphop gamer instead of saying "we're using half the power"...
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Each character takes a little less than one million polygons
Nobody would skin (setting up bones influences) that much polygons.Doesn't make any sense.
Try less than 100 000 (and multiply by 8 gobelins + one sorcerer and a deamon+shadow pass ,then you easily get pass the million).
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The vertex density of the 3D models is comparable to the CG used for film making.
Yeah ,the scanned data.
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Each character uses 40 different shaders.
meaningless without technical/practical context.
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The scene uses Volumetric Lightning, allowing individual beams of light to be displayed when the light shines through the environment.
...as dozens of other games.
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All particle effects are simulated in real time and emit light/create shadows.
(here i cringe silently... -to make it short.)
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Effects that would normally be applied in post production like Lens Flare, True 3D Depth of Field and Motion Blur are implemented in real time based on an accurate optical simulation.
Camera lens distortion and imperfections are also simulated.
Physics-based real time rendering is used for reflections and done by the rendering engine. When the lighting changes, the shaders dont, but the reflection effect still changes dynamically based on lighting. This is a technique that was previously possible only for pre-rendered CG at this level of detail.
Mixed bag of false ,wrong or exagereted -mostly ignorant, mixing happilly apples and oranges- technobable to make it appear more impressive than it really is.
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To simulate the effect of wetness of the eye surface, the engine applies to it a mirrored image of the surrounding scene.
Yeah ,calling it a cubemap or a spheremap is sure less sexy...
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Each hair is drawn separately instead of being a texture applied to a polygonal model.
Daring claim, since it's obiously false.
The demo has been created by using the PS3 development pipeline used for Beyond: Two Souls, as PS4 development tools still werent available.
Oh, what happenend then, since we learned in a previous PR that Beyond was developped with toned done ps4 engine ?
All in all , i'm sure no developper actually fall for that list.It belongs to the PR business category ,even if it tries to look technical.
I'd call that techni-comical.