| curl-6 said: For a game world this massive, seamless, and breathtaking *snip* and a solid framerate, I reckon they made the right tradeoffs. The technology effectively portrays the developer's vision of a vast alien world, and does so without the performance problems common to open world games even on more powerful hardware. Even Digital Foundry came away impressed with it overall. |
The game is certainly big alright and it does OK for enemy draw distance ...
And they certainly made the right tradeoffs when it came to performance and scale but there are things that they could've improved on ...
They should cut alpha effects altogether if it meant less aliasing/artifacts and the WII U with it's low bandwidth is not suited for rendering transparency and the same applies to the X1 to a much lesser extent. Omit depth of field since it's rendered at a low resolution when it only serves to sap the already little amount of resources that the WII U has and accept the fact that it will never match the high quality implementations of the HD twins/PC. Leave out motion blur since it is most likely a screen space implementation which is limited in quality. Cube-maps are absolutely useless when it comes simulating the accuracy of reflections so there can be savings had from there. Throw out ambient occlusion since it's likely limited to screen space ...
All of this may not be enough to push it 900p but any appreciable increase in image quality is welcomed and even better if Monolith Soft played around with the GPUs customer resolve capability to give better anti-aliasing from temporal sampling ...







