Handy Fake
Member
I'm sure the reviews will be just as polarizing as some of the opinions here.

I'm sure the reviews will be just as polarizing as some of the opinions here.
Holy shit.
I'm just waking up here in America. What's going on with this new news? Do we have something coming from the devs?
We've gotten previews from CNET showcasing a new segment, and an interview with GameTrailers.
if only the glass surfaces could reflect people...it's a little bit unrealistic without reflections in mirrors and glasses! I hate this kind of things, and i suppose that a cheap solution can be found to do this!
Oh gosh dont remind me of that thread idea. It was really an awesome idea but the amount of work involved with setting up the screenshots and or gif content is absurd. Especially since I am not the richest guy out there.
I would love to ahve an actual thread where people could post about the technical details in games and not stuff just like "AC unity has the best lighting" accompanied by a screehshot or two. heck, it would keep me out of your hair.
What bit are you talking about? Another poster said there's realistic reflections.
This probably.
This probably.
... is it a spoiler before I click on it? Ha.
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Sackboy avatar if anyone's interested.
... is it a spoiler before I click on it? Ha.
What bit are you talking about? Another poster said there's realistic reflections.
This probably.
Hrm, this sparks an idea in my head.Sounds like a pretty good idea for a thread, but I'd imagine it would be filled with a lot of subjective opinion over technical talk, largely because a lot of people (myself included) don't have as much knowledge on the technical side, and sometimes find it easier to go by actual aesthetics. Eg, we know if something looks realistic, not necessarily the back end required to get it looking so realistic.
Magical Conch voice: "Maybe some day"Totally understand about the time consumption thing. Would have been a great read though, but never mind.
... is it a spoiler before I click on it? Ha.
... is it a spoiler before I click on it? Ha.
... is it a spoiler before I click on it? Ha.
maybe because Galhad isa vampire
Hrm, this sparks an idea in my head.
NOOOOO!!!!!
Why did I have to click that spoiler and check that WebM![]()
NOOOOO!!!!!
Why did I have to click that spoiler and check that WebM![]()
They are using dark specular like probes for characters AO, which seems like reflections and those just doesnt seem to be rendered on heavy cubemapped surfaces.
Its not technical limitation though, more like art decision, because approximated character model would be completely black on colored mirror cubemap and it would look comical.
To get those kinda reflections in games (like actual mirrors) you have to do some really hardware intensive stuff.
The hack ways:
- Just double the geometry and mirror the movement
- real time cubemap (has perspective issues, resolution issues)
- Render target camera (resolution issues, perspective issues)
The real ways:
- Ray tracing or some approximation of it.
Expecting glass like that to have really good (emphasis on good) reflections is pretty much beyond any real time engine.
Not exactly sure what you mean here. Need to think.
In the case of Ryse or Crysis 3, it means it is only using the real time engine and its features. "It is out of place" due to all the stuff I previously mentioned.
But indirect specular is only a very small part of a GI solution (some would argue non at all) and only diffuse and ambient light bounce is really classed as GIFor some features, they definitely do. (indirect large scale specular)
You obviously dont want to spoil anything, but not using SSR has some drawbacks that I mentioned and are visible when you look. Just as using SSR is not nearly comprehensive enough. I personally think devs should combine screenspace stuff with non-screenspace hacks.
You are definitely not saying that stuff. I agree that its material definitions are some of the best out there, but how it handles other parts of PBR are... probably not. It doesnt mean taht they are "shit" however. Which is what a lot of people think I am saying...
There are some things were we have hard information in the form of PDF documents or twitter posts from engine devs on how they work. I work off of those things assuming that the engine hasnt changed radically since they were published.
On the other hand the softbody stuff has yet to be discussed in detail. And unfortunately, the amount of content we have on it so far doesnt show how it is perhaps different from the usual model swapping that is in a lot of games.
No. Actually real-time cutscenes look better in Ryse, because of better AA [they enhanced technique], better resolution and better shaders.You keep arguing a point that is fact, let me try this. Does section of both Ryse and Crisis 3 run pre-rendered (in-engine just like say Uncharted games) videos that look "different" to the games visuals as you play?
To get those kinda reflections in games (like actual mirrors) you have to do some really hardware intensive stuff.
The hack ways:
- Just double the geometry and mirror the movement
- real time cubemap (has perspective issues, resolution issues)
- Render target camera (resolution issues, perspective issues)
The real ways:
- Ray tracing or some approximation of it.
Expecting glass like that to have really good (emphasis on good) reflections is pretty much beyond any real time engine.
Chill, people are just guessing, no one knows for sure.
The placement of theTo be fair that idea has been played around for the past 6 months in the various order threads, it's just a theory.
To get those kinda reflections in games (like actual mirrors) you have to do some really hardware intensive stuff.
The hack ways:
- Just double the geometry and mirror the movement
- real time cubemap (has perspective issues)
- Render target camera (resolution issues, perspective issues)
The real ways:
- Ray tracing or some approximation of it.
Expecting glass like that to have really good (emphasis on good) reflections is pretty much beyond any real time engine.
It is absolutely not though, hell even GTA5 has decent real-time reflections in the game at good resolution, Planar reflection is the simplest method but you have to handle the frustrum of the doubled scene but is totally doable in real-time, just how much and dynamic the scene is would the limiting factor.To get those kinda reflections in games (like actual mirrors) you have to do some really hardware intensive stuff.
The hack ways:
- Just double the geometry and mirror the movement
- real time cubemap (has perspective issues, resolution issues)
- Render target camera (resolution issues, perspective issues)
The real ways:
- Ray tracing or some approximation of it.
Expecting glass like that to have really good (emphasis on good) reflections is pretty much beyond any real time engine.
Ah gotchya.As I said other games have versions of stuff but not one seems to have them all.
I think the ingame stuff looks "different" but it also looks better. THe image quality is really poor in all the pre-rendered stuff due to macro blocking or grain. Ryse shows this off really well.You keep arguing a point that is fact, let me try this. Does section of both Ryse and Crisis 3 run pre-rendered (in-engine just like say Uncharted games) videos that look "different" to the games visuals as you play?
True that GI can mean a lot of things, but I think capturing a lot of its "moments" (in the hegelian sense of that word) is really important. I think that indirect specular and indirect occlusion are pretty imporant... but to each his own.But indirect specular is only a very small part of a GI solution (some would argue non at all) and only diffuse and ambient light bounce is really classed as GI
The signifcance would be, realtime stuff like LPV allowing dynamic TOD with little to no artist authoring. That is the one reason why I like simulations instead of handmade "hacks" (yes, everything is a hack, but some are more than others). I think with sim ulations you get more game content and dynamism.But all you seem to have done is go round in circles saying some "words" do you understand the actual significance of a real-time solution like LPV in Cryengine and what the GI solution used in The Order is doing or how?
I think that footage could be done with a normal model swap. Rather I would like more footage to prove it is all.Right now your heart is on your sleeve with you obvious angle of process, ignoring clear footage that shows deformation and physic's based destruction is telling.
I defintely dont think SSR is the end all and be all, but I think a game should use it in spite of its draw backs. SSR should be combined with other realtime techniques that arent just drawn in SS. Just like SSAO.SSR is still a decent solution but not a perfect one and has many issues that even something like Planar Reflections does better. The fact it was widely used and "invented" by Crytec does not mean better methods can/will be used and RaD have at least gone their own way with a solution that not only works but most have had better results across the board to spend time and effort creating it that just use what was readily available.
Do they have GDC talks this year?The same methods they have applied with PP effects in the game, I look forward to GDC to learn more on what I feel is a very impressive engine/game in many ways.
How can Galahagbe a vampire when there have been day time footage of him walking about? it's not a spoiler, it was a joke because there's only one Daywalker and he ain't a white man from the 19th century.
I was thinking that.the Knights themselves could be half breeds, but of vampires and humans instead of humans and werewolfs
Anyway, I know I spoiler tagged the above, but it's not actually a spoiler. Just me theorising on what the story could be based on random assumption.
Fuck guys seriously edit your posts. Because honestly every one knows what you are saying before you even click on the hidden text link. JEEZE. There is a spoiler thread for a reason.
Clean up on aisle 3. :/
It is absolutely not though, hell even GTA5 has decent real-time reflections in the game at good resolution, Planar reflection is the simplest method but you have to handle the frustrum of the doubled scene but is totally doable in real-time, just how much and dynamic the scene is would the limiting factor.
Weird, becauseisn't necessarily a new thing and has been done in less technically impressive games. Based on your understanding of these things do you think this is a technical ommission or do you thinkreflections in mirrorsLol.Gallahad could be a vampire?