Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF.
Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.
Ahhhh, what the hell. Pre-ordered.
What's HFTS? I'm no master at graphical features but I've never heard of that one before.
What's HFTS? I'm no master at graphical features but I've never heard of that one before.
General
• 4K support
• Stuttering/lag framerate optimization – We employed a fix that makes all controls much more responsive and less framerate-related. We’ve optimized resource creation, GPU VRAM upload and required VRAM for the game.
• No FPS cap
• Full SLI/Crossfire support at launch
• Multiple save file support – This feature allows players to have up to three auto save slots for three separate playthroughs.
• Multi-monitor support with borderless mode and advanced settings that allow for customized placement of menu and HUD.
• Multiple windowed mode options – Windowed mode with flexible/resizable windows, multi-monitor borderless.
Improved Graphic Features
• Screen Space Reflections
• Headlight Shadows – Support for additional shadows from car headlights
• Extra Details Options – Increases the level of detail for all objects in the game, and adds more details to objects in the distance.
Improved Graphics Options
• FOV sliders
• Pixel Density sliders
• Sharpness sliders
• Ultra Textures pack available at launch
• Anti-aliasing options:
o TXAA
o MSAA
o Post Processing Anti-Aliasing options SMAA and FXAA
Improved Keyboard/Mouse controls
• Full adaptation with mouse and keyboard
• We’re using raw mouse input to reduce latency and use the Windows hardware cursor throughout the game without any additional signal filtering to smooth or accelerate mouse movement by default
• Advanced keyboard support – Keyboard hotkeys for every menu and app for faster access. Additionally, all hotkeys can be remapped.
• Mouse-centric UI – Any UI screen, menus or smartphone app supports full mouse interaction, so the player can finish any UI task with the mouse only. Everything is clickable and has appropriate button states.
• Toggle/Hold modes for different controls (aim, sprint, walk, inventory, etc.)
Driving
• Driving has been adapted to suit the keyboard controls, with adjustable steering sensitivity. Same goes for driving camera sensitivity and auto-centering camera behavior
Gamepad support
• On-the-fly switching between mouse and keyboard to gamepad, without any additional options, UI will just switch to gamepad mode
• Supported gamepads: Xbox One controller, PlayStation 4 DualShock controller
What's HFTS? I'm no master at graphical features but I've never heard of that one before.
Yeah, I am not saying that because it interacts with actors means that it is volumetric. I was just making associations because these Nvidia gameworks trailers often tout that tech, the smoke in particular stuck with me because I think it looks pretty good in the Arkham games, and it looks a bit similar here. But yeah, I reviewed that part and it doesn't seem to interact with the cars, so maybe that's not it this time.I did not see any physicalisation at all really or interaction at that point in the trailer. But even then, interactive movable particles does not mean they are volumetrically rendered. Crysis 1 for example has billboard particles effected by wind forces, grenade explosions, or helicopter down draft... and those are definitely not "volumetric".
Also, this is very impressive fog rendering:
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Is that valley fog in the console versions?
Well, HFTS has some problems in Division iirc and it was pretty taxing so it's hard to get too excited about lol. Let's see how it looks this time.Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF.
Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.
far cry 4 and syndicate have a bunch of broken gameworks effects. probably broken in rainbow six too just based off of ubis history but i havent played it myself to confirm. division however was very good technically.
PS4 would melt trying to run this.
Eh? What issues? I don't remember hearing any. It is important to note, however, that HFTS automatically switches to PCSS in the evening and nighttime. It's not a bug, though, HFTS in The Division was only used for the sun. Hopefully, in Watch Dogs 2, it is used more liberally. Yeah, sure it's incredibly taxing, but it's justified if you have the hardware for it IMO. Hell, at least it's not like PCSS which softens the shadows a tad too much for my tastes and still costs a lot of performance cycles.Well, HFTS has some problems in Division iirc and it was pretty taxing so it's hard to get too excited about lol. Let's see how it looks this time.
You know what? They can have my money, off effort alone.
I've no idea how many of these features I can enable on my 1080, but I guess we'll see.
Isn't the Pro having issues running it now?
Uhhh, all of them! The 1080 is also a beast.You know what? They can have my money, off effort alone.
I've no idea how many of these features I can enable on my 1080, but I guess we'll see.
You know what? They can have my money, off effort alone.
I've no idea how many of these features I can enable on my 1080, but I guess we'll see.
Have the specs been revealed yet? 970 i5-6600k combo here hoping for 60fps or in around that at 1080p. The Division runs great on it so similar to that would be nice.
Have the specs been revealed yet? 970 i5-6600k combo here hoping for 60fps or in around that at 1080p. The Division runs great on it so similar to that would be nice.
Blame mother nature for having a terrible eye for contrast and other asethetic properties. Photo:
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nah runs at a solid 1800p 30fps
Eh? What issues? I don't remember hearing any. It is important to note, however, that HFTS automatically switches to PCSS in the evening and nighttime. It's not a bug, though, HFTS in The Division was only used for the sun. Hopefully, in Watch Dogs 2, it is used more liberally. Yeah, sure it's incredibly taxing, but it's justified if you have the hardware for it IMO. Hell, at least it's not like PCSS which softens the shadows a tad too much for my tastes and still costs a lot of performance cycles.
I never thought I'd be happy about a txaa but I'm really happy with temporal AA lately.
HFTS is nice but it will be too taxing for most systems (mine included).
HBAO+ is a no brainer.
4k textures sound like 6+ gb of vram will be needed. Hopefully for the right reasons.
Overall... Sounds nice and normally nvidia promoted games seem to be well optimised.
Looking forward to this one and the performance thread/nvidia guide.
Interestingly enough, I took this photo recently to illustrate the difficulty of contact hardening shadows:It's mentioned in the video. HFTS stands for Hybrid Frustrum Traced Shadows. Now, I don't know the implemented in detail, but the gist of it is it's the best looking shadow implementation in games by far. It looked amazing in The Division.
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Unlike PCSS, it doesn't overly soften the shadows and shadows close to the surface it is cast on look pristine and sharp. Hopefully Dictator can weigh in on this more. Notice how the shadows of spokes of the wheels are nicely defined. It is so far the only shadow technique that does this well.
I suppose you can blame Ubi for Far Cry 4 even though it was an Nvidia driver update that made the god rays mutually incompatible with... I want to say HBAO+ (Nvidia should have fixed the bug, but by the same token I'm sure Ubi could have worked around it), however everything functions just fine in AssCreed Syndicate.
And why couldn't they have given us all these details prior to the console launch so people could make these most informed purchase?
I have a pretty nice gaming machine with a GTX 980Ti but bought this for my PS4 Pro simply because of the delay. I might have been convinced to hold off if they'd talked more in depth sooner.
Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF.
Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.
I'm not sure I like that this isn't a 1080p60 video.
Ubi said on their blog that there is no framerate cap, so that shouldn't be a concern.
Frankly I'd actually encourage the perfromance heavy effects as long as they are optional as usual. Love having future proofed games that I can enjoy at a better standard during a future playthrough