shinobi602
Member
A lot more at the link: http://www.eurogamer.net/articles/digitalfoundry-destiny-tech-analysis
Also another excuse to post more sexy Destiny pics:
Texture detail is precise and detail-packed and artwork appears clear and crisp. The close-up detail on some surfaces is good enough to suggest that Bungie is utilizing tessellation - the process of dynamically generating new geometry the closer you get to an object - although this treatment seemingly isn't given to the characters, which appear to feature relatively low polygon counts in comparison to other top-tier titles like Call of Duty: Ghosts and Crysis 3. Overall image quality is impressive, though, with Destiny presenting itself at full 1080p with what looks like a form of post-process anti-aliasing in effect, giving the game a crisp but smooth look that is betrayed only by the way of some very small sub-pixel elements of the scene that lightly shimmer in the distance.
As they head towards the walled city we see the use of advanced cloth physics on the characters' apparel and on the canvas covering one of the rusting vehicles nearby as the wind hits them. The surrounding landscape and characters are also nicely reflected in real time on the stagnant pools of water on the ground.
As they head towards the walled city we see the use of advanced cloth physics on the characters' apparel and on the canvas covering one of the rusting vehicles nearby as the wind hits them. The surrounding landscape and characters are also nicely reflected in real time on the stagnant pools of water on the ground.
Bungie's lighting and effects work stands out, setting the tone for the dimly lit rooms within the structure: dust particles flow through the air, changes in exposure and bloom occur as players move through various locations that feature differing lighting conditions, and these elements are joined by the subtle use of lens flare and light shafts.
At one point, the player activates a probe which partially lights up the nearly pitch-black surroundings, casting dynamic soft shadows across the environment as it ventures deeper into the complex. Moments later, the power is turned back on, illuminating the entire area with pockets of direct and ambient light sources. Impressively, global illumination appears to be in play here, with environmental light being accurately reflected of various surfaces, bringing an extra layer of ambience and depth to this location.
The smoothness and intensity of the combat also leads to some visually pleasing effects when enemies are shot and killed. Physics-based particles are realistically animated, while projectile attacks cast dynamic light sources onto their surroundings. Smoke, fire and contact flash effects are also in effect.
Also another excuse to post more sexy Destiny pics:
EVSM (Exponential Variance Shadow Mapping) in conjunction with SDSM (Sample Distribution Shadow Maps) is used to render soft shadows that appear relatively clean and consistent from various distances, avoiding the jaggie nature of current solutions.
Projectile attacks accurately illuminate the environment by casting their own lights, sprucing up busy action scenes.
Smoke and fire effects are a little flat and 'current-gen' in appearance, hinting at the title's multi-format cross-gen target, although they do look aesthetically pleasing and spruce up the combat scenes rather nicely.