Draugoth
Gold Member
It's the impressions/reactions video you've been waiting for - and it took time because we wanted to investigate what was shown more deeply. John Linneman and Alex Battaglia share their notes on the Starfield Direct, discuss why the game is 30fps on consoles, what 4K on Series X actually means (and the implications for Series S) before moving onto the rendering tech on display and what they think about the actual game.
- 00:00 Overview
- 00:53 Why is Starfield 30fps on consoles?
- 12:31 Visual impressions and real-time global illumination
- 17:15 Reflections and motion blur
- 23:31 Screen-space shadows and terrain rendering
- 28:06 Volumetric lighting, fog, and bokeh depth of field
- 32:40 Character rendering
- 36:01 Gameplay impressions
I'm just fast forwarding through it cause it so here's a quick-n-dirty.
- Starts with DF musings on 30 FPS target on the console and how it was likely chosen to maintain the developers visual / cohesive vision etc
- John/Alex would like to see a uncapped mode to reach the 40hz target. They deemed it's likely CPU bound
- One shot shows 1296p with FSR2 style up-scaling to 4K, making it look 'rather crisp'
- DF thinks Star Citizen is a more closer comparison than No Man's Sky
- They use Star Citizen to highlight the CPU bottlenecks a big game like this can cause
- DF fully expects 30 FPS to become the common target going forward as the cross-gen period ends.
- DF calls Starfield "Bethesda's first truly beautiful game".
- Real time GI is praised.
- DF did not notice any SSR or RT reflections, but instead they spotted real time cube maps for reflections
- DF thinks it's preferable to SSR because of the typical SSR occlusions.
- DF gives examples of games like GT7 and Forza Motorsport as games which use cube-maps in real time
- This is the first Bethesda RPG that adds per-pixel and per-object motion blur. Todd mentioned that ID Software helped with this.
- DF praises the look and feel of the guns and combat in the trailer.
- Another first-time for the Gamebryo engine is Screen Space Shadows.
- The game is using a lot of tried-and-true rendering techniques well, that Bethesda RPGs have not used before.
- Ground detail is "really high" with what looks like hardware based tessellation
- Praise on the light scatter model used on clouds and the height and valley fog, they liken it to Horizon Forbidden West.
- They use example of Halo: Infinite where the lack of height and valley fog and shadows makes it look flat.
- Bokeh depth of field and it's cinematic use praised
- Stilted animations of the one-to-one dialogue scenes 'doesn't work out too well'
- Facial animations are also "not awesome"
- DF cites the gun play looking good in both first and third person
- Musings on the RPG mechanics and how the UI relates information to the player
- They like how the world info is relayed but not big fans of the 'XP earned' pop-ups on enemies killed
- More musings on exploration, galaxy map, gaining resources etc and that it has high potential
- DF not fans of the 'No Man's Sky' comparison because of different focus on what the games are (open sandbox vs story based RPG)
- DF thinks both are their own unique things
- "Will women love me and men want to be me because I played Starfield" - Alex
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