So basically it was gameplay visuals already? Even better.
I get the cropping and 24 FPS threw people off, but all in all this is great news and means lots of good for next-gen visuals. That HB2 trailer still has the best character animation from any next-gen showpiece so far, easily. Ninja Theory's on the up.
I've noticed in-game and in-engine are becoming interchangeable, but there is a big difference between a reveal video or trailer labeled "in-engine", "in-game" or "gameplay". In-engine means it's using the game engine to display the image but it does not necessarily mean it's indicative of actual gameplay as most in-engine cutscenes aren't. In-game could mean it's taken from anywhere in the game, from a cg cutscene, a real-time cutscene or gameplay. Gameplay literally has to mean taken from gameplay with the controller inputs represented on screen. Pre-release videos labeled as "gameplay" footage are going to be most indicative of what the actual gameplay will look like at release. Preferable it would detail the hardware as well. If they started the event with "All gamplay captured running on Series X" it would tell me exactly what I'm seeing and would squash nay-sayers after the July event before they can even warm up their shit-posting fingers.
Hellblade II trailer was not gameplay visuals but in-engine. Like in-engine cutscenes, most reveal trailers are "in-engine" which literally means they are running using the game engine. It doesn't even mean it's running on the same hardware. In the case of Hellblade II they don't specify what hardware it's running on, so it may have been running in real-time on a workstation approximating the performance of the Series X. I believe at one point it was stated regarding the Hellblade II trailer that it ran on an approximation of the Xbox Series X hardware.
Halo 4 cutscenes are a great example of in-engine cutscenes that were so well optimized that many people assumed they were CG. it wasn't until the game was opened up and you could "play" the cutscene that it was proven the cutscenes were 100% in-engine. What's going on in the cutscenes is that character LODs are extremely high, lighting is highly optimized based on camera direction and only the assets required for the cutscene are rendered from the perspective of the camera, and post-processing effects are cranked to 11. Even things like skyboxes are often removed with a simple flat image of the sky replacing it to free up more power for image quality.
The cutscenes weren't just a running video like a CG cutscene and they were running off the game engine, but they also were not indicative of the gameplay visuals, as good as they were in Halo 4.
Gran Turismo is another great example of in-engine visuals used for scapes mode that are not representative of the gameplay visuals. They aren't CG, but they could easily be mistaken as pre-rendered images with the amount of optimization the scene is getting. In actual racing (in-game) the visuals are very different.
This is likely the case for Hellblade II, as it was for the previous Hellblade title. While the gameplay looked really good, the cutscenes were better looking than the gameplay because of how much more controlled the image was. There are huge levels of optimization used to make each scene as polished and good looking as possible for cutscenes like the Hellblade II trailer.
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The first thing I ran after I installed my 2080ti: