Aerys said:
TheJimbo1234 said:
GribbleGrunger said:
Unashamably stolen from Gaf:
http://fumufumu.q-games.com/archives/2014_09.php#000934 That's some HOT technology. Cascaced Voxel Cone Tracing enables them to simulate lighting in real time (ray-tracing), and uses actual real reflections, and not screen space reflections like most games.
"The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning. The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)"
"The response has been truly amazing since Gamescom.
We are kind of sticking our necks out a bit on this one, new technology and a new genre, it's been a huge challenge for us.
One side of the game people haven't picked up on yet is that it also has hints of a collaborative Animal Crossing in it (without drawing on that too much), but with kaiju and missile launchers! :)"
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Real time lighting ain't ray tracing - there is far more to ray tracing than just that. But no, it is not impressive seeing that game engines are now all supporting PBR based lighting engines. Also what is meant by "real relfections" rather than screen space?
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http://gamrconnect.vgchartz.com/thread.php?id=189715&page=1#
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It is a rather interesting approach, but very bespoke and I would hate to see such an approach being used in a game with a large amount of objects. However, the game has a basic look to it hence why it works so good for them, another success in next gen progression of utilising modern gpu architecture.
That being said, PBR is where the insanely good stuff (https://www.youtube.com/watch?v=UwEuSxAEXPA - real time, 80 fps on an old'ish gpu).