NattyDread
Neo Member
@AnyoneInCherno Thanks for the kind words!
A lot of time, love and failure goes into each one of them. I try to make em count.
A lot of time, love and failure goes into each one of them. I try to make em count.
Thanks! Next time I'll tell her to close her mouth thoughOtis, that's a great SRWE guide, thanks. ^ Nice shot too!
They actually do, but because they're screen space, they're quite limited in visibility. Planar reflections would be great, but the hit to performance would be insane without the removal of many buffers and layers (like particles, grass, etc), and then it would just look odd. Credit where credit's due - it's honestly the best I was expecting from Skyrim's ancient technology.
I think you compare close camera to surface situations with this one where there's a lot of distance between camera and reflective surface. The former will result in more reflections due to the smaller surface area so less refraction, the latter will result in less reflections due to the larger surface area so more refraction. SSR only really suffers from edge bleed where it has to reflect stuff that's not on screen, so things have to be faked (e.g. pull fragments from the skybox). With distances like this, planar reflections (which simply renders the scene again opposite of the reflecting plane) wouldn't make much difference.Oh really? Wasn't aware of that, good to know... At a first glance, it looked like they kept using those approximate and ugly reflections the original Skyrim had. As you said it's because of the LOD which makes SSR disappear from a certain distance, at least in that specific screenshot.
COD: MW Remastered
![]()
![]()
The face model and texture detail in COD is sooo much higher than the rest of the models and textures.