Will keep updating this post as I go along.
EDIT: All done, got the most interesting parts(to me) everything else someone else can summarize or you can go watch the video yourself.
Once you tell me realtime global illumination......my ears perk up.
Its an interesting way to do it sounds similar to Remedys MultiScale Global Illumination.
1440p60 Temporal Upscaling for performance mode.
2160p30 Native for Cinematic mode.
The Temporal Upscaling is good enough to NOT need Native 4K........I hope every single game uses 1440p60 and 2160p30.
But seriously fuck native 4K forever until next nextgen consoles can do it without even stressing.
No Raytracing.
Didnt have manpower/time to actually implement it.
SSD usage.
Had to work to get "pacing" to be correct to let the player actually breath. Otherwise they could probably go much faster for certain situations.
Death and return is fuck you seconds.
Hardware accelerated compression/decompression basically a game changer to actually allow fast SSD to truly work, streaming data in but needing to decompress would make the SSD almost moot.
Using SSD to stream in basically only sections that the player needs in realtime.....allowing a much much much denser high fidelity environments
Polycount?
Who gives a shit! Its enough detail.
Tessellation used liberally to really give the environments a lot of detail.
Multilayered tessellation also in so effectively very very clever texturing being used to simulate the "oil" from the spider spreading towards the player.
Particles for days motherfuckers, particles everywhere.....fully GPU driven.
Shadows being done by Capsule shadowing in combination with screen space directional occlusion to make proper soft shadows.
Every single light source has dynamic shadows active...including sparks from sword contact.
Tessellated surfaces also receive said shadows so mate.
Houdini was used for procedural work on materials and geometry making it abit easier to get all the environments to look amazing and having destructible environments.
(Anyone who has tried to use Houdini knows whenever someone tells you something is easier in Houdini, they are basically telling you they are much smarter than you).
Multi tiered destructibles.
Things can break and land on each other....when you break the thing that the first thing loaded on it can/will be rewoken up and have its physics recalulcated.
Many games either put physics to sleep forever, or objects disappear.
Said destructibles are actually saved to disk so that when you move from one area to another and back, the things you broke are reloaded back in the same place they were before.
Its a shit ton of Data moving around.
Pretty much everything has 5 states of damage (burnt etc) they hope they caught everything and dont need to patch stuff.....because they have done a ton of work already.
New physics for ragdolls.
Yes the janky ragdolls we love/hate are more realistic now.
They are heavier so you can still play with them, but it wont be as floaty as it was before....can still play with them....psuh them off cliffs, place them in bonfires etc etc.
Pretty much every enemy has some dynamic realtime physics being calculated.
Even fat mass.
New mocap captured for the game, including all new female set.
All weapons redone with new animations.....old fans will still know the timings because they are still correct.....they just look new. (imagine trying to make new animations to match already recorded animations without breaking the old timings, or making your animations seem janky)
Tempest Audio?
Higher quality audio can actually be streamed in because the SSD is so fast something people never really thought about.
3D positional audio obviously in, full 360 degree directional audio.
Accurate enough to hear exactly where an arrow is coming from before it even hits you.
Dev feels headphones are better for this make sure to set it up correctly, its totally worth it.
Still havent reached the CPU limits.
Go buy the game now and keep keep Bluepoint entertained by guessing what they are going to do next.