fatslob-:O said:
@Bold Again with the vagueness. BTW it's "emssive" light that their showing and it's still in the game ... Define "interacting", practically all lights in every AAA engine are interacting with the materials to do some physically based shading. "Hand program" shadows ? Do you mean pre-baked shadows or the global illumination, well what is it exactly ? For the reflections do you mean you have to bake in the cubemaps ? You don't have to do that anymore but most of the reflections shown in the original trailer are "screen space" and are available via the "Local Reflection Quality" option on PC. Both the game and trailer are very far away from "realistic" since they don't even do any form of ray tracing that is not in screen space so judging the accuracy of both is moot ... |
I mean they're using pre baked lighting in the release.
But, just for shits.
:20 map changes from what is a very intesive looking map, to a 2d plane.
:40 steam from ground iluminated by brake lights, brake lights on release dont reflect or glow against nearby objects.
1:20 smoke and wind effects on nearby building, wind absent from release, smoke is lower quality
1:34 draw distance
1:40 lack of lens flare effects, and quite a lot of them
2:15 fight, lack of hard shadows under characters, replaced by fuzzy haze; also, lack of cold breath steam from breathing
4:30 area is completely different, no light trails in hallway or sequence event with the swinging light.
5:18 "check out manhattan" now replaced with fence because draw distance doesn't extend far enough to show good detail