PlumCantaloupe
Member
This looks pretty good but not worth comparing to any other game, or even this video, until the final version is released.
I am really hoping the gameplay is solid.
I am really hoping the gameplay is solid.
Almost makes me want to build a new PC.
I dont think the lighting is pre baked in infamous. It changes in real time during those fast forward cut scenesthey did it because the game uses some pre-baked lighting and therefore time could not change on the fly as a mechanical restriction...
Yeah, that's one thing inFamous sure as hell doesn't have down
You like it, I don't, that's fine but don't push your preferences onto me.
I think people got too hyped and are now disappointed because the entire game isn't composed of rainy nights and big explosions.In my opinion it still looks like the 2012 reveal.on PC
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I dont think the lighting is pre baked in infamous. It changes in real time during those fast forward cut scenes
What I'm most impressed by is the NPC animations. It really helps the immersion when the NPC's animate like real people. Most of the time you're not really looking at them directly anyways, but you get a sense of their motion even then and if their walk is too non-human and robotic it always sets off some sensor in my brain. They don't look amazing, but they really seem to animate well.
it's been noted by several outlets that some lighting is prebaked alongside global illumination for certain sources in inFamous based on information from Sucker Punch themselves. It doesn't make any sense to go 'it changes in realtime during cutscenes', I mean just think about that. There's a reason why the post-patch time shift function isn't a day/night time cycle but a time selector and you can bet your ass it'll come with a loading screen or 'cutscene' to mask the game loading in instances of pre-baked lighting/
Edit you will be able change it on the fly with a new patch soon
Programing a day/night cycle is different than having dynamic lighting.That proves its pre-baked. The lighting should have a day-night cycle. Not, be allowed to change it to whatever time of day on the fly.
That's how I feel. This place goes high and low like a roller coaster with every syllabus and snippet that is shown. Gaf bipolar society.This looks pretty good but not worth comparing to any other game, or even this video, until the final version is released.
I am really hoping the gameplay is solid.
Not really. You don't need brute force but time and I guess its a luxury they do not have .PS4 would probably melt trying to do this.
The lack of any sort of day/night cycle + those transitions should be evidence enough that some of the lighting is prebaked, enough so that any sort of real-time transition would be unfeasibleIt might have something to do with how they implemented the shadows. I dont think the lighting is baked though. Maybe keeping those high quality soft shadows with real time tod was too much.
Im literrally playing it right now..The lighting simply looks amazing. The mid day scenes in this game look dull and lifeless vs GTA
Thats an embarassment for a next gen game that many will compare to GTA
I highly doubt any of those effects are PC exclusive but they are enhanced in the PC version...
Better shadows, reflections, draw distance, water/wind simulation, and overall improved lighting.
Programing a day/night cycle is different than having dynamic lighting.
Water Simulation - Comparison
Infamous: Second Son
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Watch_Dogs
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Shadows in general. Does the PS4 version even have floor-casted shadows for the NPCs?
No, having a day-night cycle is the easiest way to prove that there is dynamic lighting, since the sun and moon are the largest light source you can put in a game, and the positioning should be able to cast different lighting and show that objects are able to replicate light bouncing of it/ shadows cast.
Also, funny seeing how hypocritical people are since they were defending Infamous when we thought it had no shadows from some screen shots, and are now attacking watch dogs for not having shadows in some scenes.
A day/night cycle is the easiest way to prove it but SP hasn't programmed the movement of the sun or anything like that. The reason it's just going to be a menu option is because they're just patching it in and actually making a cycle would take a lot more resources than they can devote to a patch. You can still have dynamic lighting without day/night cycles.
32 machines are used in the render farmthat computed all the reflected/ambient lighting in the game.
Well, so much for the folks that actually believed Ubi's "High-end PC" bullshit from E3 2012, that actually thought it was going to look *way* better than PS4/XB1.
Yeah and inFamous is still mostly dynamic lighting, just not all of the atmospheric elements
Not really. You don't need brute force but time and I guess its a luxury they do not have .
Well, so much for the folks that actually believed Ubi's "High-end PC" bullshit from E3 2012, that actually thought it was going to look *way* better than PS4/XB1.
Found this on my daily Watch_Dogs tweetering search...
"Direct from the developers from Montreal, we have received exclusive 1080p scenes from the PC version of the watchdog. The clips show what provides the engine of Ubisoft in lighting effects, tessellation and wind simulation"
http://www.pcgameshardware.de/Watch...lusives-Technik-Video-zur-PC-Version-1115771/
IN MY VEINS NOW.... Gat Damn...
Edit:
http://www.youtube.com/watch?v=WsCt8Yf2emo
They should have made the game always set at night.
What happened to this game:
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To be fair, Watch Dogs is probably one of the few (if not only) open world game that has put this much emphasis on the NPC's that inhabit the world.
Well, does the time of day change in second son? No.
The lighting is always static based on the narrative. Like in previous infamous games.
what is your point? : /vs. the actual Chicago River
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They're going to let you control TOD in an upcoming patch.