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caffeinade said:
Nuvendil said:

I wouldn't go quite that far but it definitely holds up way better than one may have thought.  

DQXI uses the same grass system as XC2, it's just more dense with smaller but more numerous grass meshes.  Trees are a bit better but the game also is a bit more stylized so they get away with a less realistic overall tree form that lets them be conservative on leaf planes, thuse lowering polygonal density.  Where DQXI will definitely win is image quality cause frankly, it's Unreal Engine 4.  So it has access to its excellent image quality tools.  Also I think DQXI is using physically based rendering, don't know if XC2 is.  There's also a bit of a lighting edge.

There are other advantages, most notably polygonal complexity of character models.  XC2's are fine but DQXI's are better.  Which makes sense given the power of the system and also the fact DQXI is played in a close up 3rd person camera and XC2 is played in a pulled back camera.  

Still, a better showing vs DQXI than it at first seemed.

Also, that first screenshot looks SO much better than E3.

If only XBC2 used BotW's grass.
That stuff looks good even at 4k+

I mean, XC2's grass method is the go to for virtually every game other than BotW :P.  

And BotW is the only game I have ever seen do grass that way.  I'm pretty sure that is the number 1 feature that makes it as demanding as it is.