Kotaku: Horizon Zero Dawn Uses All Sorts Of Clever Tricks To Look Fantastic

This is pretty standard stuff in game programming . It's called occlusion culling.

Isn't occlusion culling related more to what is behind what on the screen? For example if you have a huge house in the middle of a field, it makes no sense to render what is behind the house if the player cannot see thru the house.

Frustum culling is the correct term and yeah it's pretty common as is occlusion culling.
 
It's not. A place name pops up very early on that makes it obvious. It's unbelievably minor.

And if you haven't played it why are you looking at making of stuff? I don't understand why people so spoilerphobic as to think this is a major spoiler are even clicking on threads about the game this long after release. People are inevitably going to be openly discussing elements of the game at this point.

I was expecting general tech talk about the Decima engine, not game spoilers. That said, considering how many of you are saying it's not a spoiler I'll default to you. My friends who played the game just repeatedly told me what a cool realization it was so I was bummed to read it and thought it was a major spoiler/reveal.

I'd also argue that less than two months since release in this climate is not a long time at all.
 
Crazy stuff. I guess they can get away with it because unlike GTA and other open world games with vehicles they dont have the character moving through the levels at a quick pace.

GTA is actually one of the earliest games I can think of mentioning using this.

They added it between GTA3 to VC (or maybe VC to SA)
 
Screen space reflection can only reflect that which is on the screen :) It's a great method for providing accurate reflections, but if what should be reflected isnt actually on screen, the reflection will be missing. If you're swimming in Horizon, you'll notice the reflection is missing on the left/right edges of the screen. Imagine a beam travelling from the camera, to the reflecting surface, and then imagine the beam bouncing off the surface until it hits an object. Does it hit something on the screen? Then you'll get a reflection.

What do you call it when the reflection is comically larger than the object its supposed to be reflecting? Happens in WoW and Horizon from what I noticed o.o
 
Taking in the visuals of Horizon just makes me want to go back and play through KZ:Shadowfall again to be amazed at Guerrilla's graphical wizardry even at the beginning of the generation. ShadowFall is till one of the best looking games this gen and it was a launch day title! Unfortunately, I know I will get bored playing it after about 10 minutes lol. I kind of want them to re-visit (if not reboot) the KZ universe just to see if they can finally get the narrative and gameplay right now that they've made an amazing new franchise which excels in both these areas (I know this probably won't happen though).
 
What do you call it when the reflection is comically larger than the object its supposed to be reflecting? Happens in WoW and Horizon from what I noticed o.o
A pic might help but there's a few possibilities:

Maybe a non-parallax corrected (or very roughly corrected) cubemap (another way to do reflections).

Alternatively the cubemap got taken in one location but is being used for everything X meters around it. Storing unique baked reflections for every little area isn't efficient so sometimes you must use the same one for say, 25+ meters before transitioning to a different one.

Another one might be a slight crop on the screenspace reflection which reduces the accuracy (as they're slightly bigger due to zooming in) but let's you get closer to the edges of the screen with less blank space.

Or maybe something else.
 
As a high end PC gamer this game still blows my mind. To me it looks better than the witcher 3. Not technically or objectively purely subjective. The art, enemies and effects come together so well and the variety. I drop jaw at it all the time and I'm 30 hours in.
 
Gif Time!!
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I think This is simillar to what Witcher 3 has also Implemented, Might be wrong on that though.

Is this why large shadows from terrain disappear when you look away? It's definitely one of the more glaring technical "issues"
 
Is this why large shadows from terrain disappear when you look away? It's definitely one of the more glaring technical "issues"
Ah yes, that is annoying. I bet you're right.

Pretty cool. But man, that video had some really cringe moments, especially with the Sony fanboys at the beginning. <_<
People who wait in line for something they love actually love the something they love? No way?!

It's a camaraderie thing. Not to mention they were hyped up to do that for the obvious camera filming them (not counting the documentary camera).
 
Just imagine what it would look like if it was running on Scorpio!

Honestly I hope Msoft has some similar games upcoming like this
 
Pretty cool. But man, that video had some really cringe moments, especially with the Sony fanboys at the beginning. <_<
The chants they had to say to get the free games thrown at them and with apparel etc they're going to a PlayStation event so of course they would prepare for it in style for fun :p
 
First I've heard/seen of it and the first thing that came to my head was "so THAT'S why FFXV and H:ZD have horrible looking water at the edges of the screen/vision.."

They need to expand that dead zone because it's jarring.

I haven't played either games so I don't know, but that doesn't seem to be related to frustum culling as that just entirely hides objects when out of view. Might work in some similar way though.

Exactly. It's so common there's widely used middleware that handles the problem. Any game that shows the Umbra logo is using an off the shelf solution to achieve the same goal.

Partly, but I think they mostly specialize in occlusion culling, which is more difficult to do efficiently than frustum culling.
 
Does the Thunderjaw encounter at 36:00 happen in the current game? It's been so long since I've played it I honestly can't remember.
 
Isn't occlusion culling related more to what is behind what on the screen? For example if you have a huge house in the middle of a field, it makes no sense to render what is behind the house if the player cannot see thru the house.

Frustum culling is the correct term and yeah it's pretty common as is occlusion culling.

Yeah, this is basically correct. Frustum culling is so standard that it is on by default in all Unity games. Unity also supports occlusion culling but you have to set it up. What's shown in the gif is basically the debugging view.
 
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