Tenka Musou
Banned
I can't be the only one to see great disparity between certain scenes in the trailer, right? The trailer opens up with a remake of the original intro, and graphics quality looks pre-rendered. Then it cuts to a black screen and into the gargoyles and the graphics look pretty good, but clearly real-time and not mindblowing. Then it cuts into the final scene with the dragon god and it looks like CG again...
What in the goddamn...
EDIT:
VFXVeteran
weighs in on the topic:
What in the goddamn...
EDIT:

In my professional opinion and looking at CG and working with it for over 20yrs this entire trailer is NOT pre-rendered. There are just too many things that an offline renderer would get right that this trailer lacks. This is an real-time in-engine cutscene. I would be shocked if it was CG and not in a good way but in a bad way at the company that would have made such bad renders.
The big give away is the FX. The fire looks horrible for CG and the clouds on the ground look very similar to what Batman AK did with it's volumetric smoke. CG fog and smoke done with Houdini would look drastically better.
ALL of it looks in-game.
The final scene with the dragon - again the fire looked fake. You aren't going to render offline dragon but in-game fire.. that's just dumb.
The intro has a lot of baked lighting in it. But the smoke has artifacts in it. Without going into too much detail, you have to have a noise texture in order to shape the clouds below. In film, we would create a very high resolution noise random distribution array so that we don't see any grid patterns (that's the nature of undersampling a noise texture). This demo has those grid patterns on the smoke - clearly showing me it was using a low resolution noise space. Expected as graphics cards don't have the bandwidth to store a really large random noise texture space by which to compute samples from.
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