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Tector is the man behind a thousands GIFs - he is indeed the talking head on last year's Project Scorpio reveal video, discussing those now iconic 'uncompressed pixels'. In putting that video together, each participant sat down in turn in front of the camera, and were encouraged just to talk about Scorpio and their experiences of its development. It's fair to say that the subsequent editing robbed his comments of almost all of their context.
"It's what I was getting at when I said 'uncompressed pixels'. Even when you go to a movie at the theatre and it's projected at 4K, it's compressed and it's running at 24 frames a second," he says. "And games - just in general - games at 4K, they're natively rendered, right? They're the cleanest, uncompressed pixels that you can see and they're rendering at 60 frames a second - and the really cool part is that we're doing this for console gamers now. So rather than hoping you can afford a multi-thousand dollar PC that can achieve it, we're going to have people playing at console, native 4K, 60 frames a second. It's going to be awesome."
But just as impressive is the implementation of full dynamic lighting, allowing for gradual time of day transitions as well as a full-on weather system - all real-time now, as opposed to FM6's baked, static equivalents. During our Turn 10 visit, we could see how the developers could tweak lighting and weather on the fly during runtime, as easily as a movie colourist grades footage. The Nurburgring is the host circuit for demonstrating both technologies in the E3 demo, where a grey, overcast day turns into a fierce thunderstorm, before subsiding into a clear skies sunset, the track illuminated by floodlights. Everything we'd want from dynamic weather is here in terms of effects, but also with water accumulation and some beautiful reflections in the puddles - check out the end of the gameplay footage to see this in full effect.
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