Some info on the tech behind SS.
http://www.thesixthaxis.com/2014/03...ch-details-prove-the-games-graphical-prowess/
inFamous Second Son releases this Friday. As you mightve seen from the trailers, the smoke and neon powers are looking very good indeed. It almost makes you wonder exactly how much goes into them, down to the number, doesnt it?
Well, thankfully VGLeaks has revealed some incredible stats, detailing the actual numbers behind the technology which create the gameplay mechanics.
Firstly, when Delsin does his smoke dash, he splits up into 11,000 individual particles, each of which is individually textured, even if his jacket is customised, before reforming into one humanoid shape. Thats simply astounding.
Troy Bakers face is superimposed on Delsin, and that took 75 high-res scanned poses, which then essentially trained the performance capture system. That meant 168 tracked markers on his face, with 22,231 separate vertices without including his eyes, lashes or hat. These are all animated independently, thirty times per second. Delsins entire head is built out of 60,000 triangles, with a further 7,500 more for his beanie hat. Tuffcub says they wasted 7,500 triangles. There were also 168 skeleton joints on his face alone.
32 machines were used in the render farm to compute the reflected and ambient lighting, while every single rain drop was considered an individual particle, and there are over 30,000 of these. Furthermore, the Adaptive Ambient System means that each district on the map has its own atmosphere which conforms to the time of day, type of weather and control.
Its not just the visuals either there are tons of sounds present, with over 1,024 sound variations on the smoke bolt alone and over 50 individual sounds in a smoke orbital.
To finally show Sucker Punchs attention to detail, the blocks in the games version of Seattle are 100 meters square, which is the same size as an actual Seattle block.