Silent_Buddha
Legend
Ooooooh!
Mmmm, jiggle physics, shake it baby...shake it!
Regards,
SB
Ooooooh!
Strengh of the engine improvement in demon's souls:
- Full global illumination system like Lumen
- Dynamic tesselation system
Destruction is permanent now. It remembers the location of every little piece as you left it. Damn.
Burn masks/textures for every item. A holistic dynamic game world.
- All lights cast dynamic shadows.Strengh of the engine improvement in demon's souls:
- Full global illumination system like Lumen
- Dynamic tesselation system
- All lights cast dynamic shadows.
The devs spent a lot of time discussing their holistic approach to ultra-high fidelity game detail:
* Massively increased density of destructible props. There are shelves stacked with individually breakable plates.
*Dynamic meshes for every character (cloth, chains, satchels with arrows, etc.)
* Flammable objects and fire propagation. You can set fire to small patches of moss clinging to wall faces AND YOU CAN DRAG CORPSES INTO BONFIRES TO MAKE GIANT EFFIGIES!
* Magic missiles not only light up the environment but cast turbulence upon hanging chains, etc.
* Wind systems affect all particles, like magic fireballs
* Environmental damage, disarray and effects can persist (Phalanx leaves a persistent slime trail across his arena)
*Every light source casts a shadow -- even individual sparks as your weapon strikes a railing
I can't wait to play the game, the team took exactly the right approach in keeping the gameplay authentic while also making it a technological tour de force.
The large amount of texture data that's being decompressed on the fly while streaming in and out of the world without any visible stutter or LoD issues, is quite impressive as well.
Is this game using some sort of UE5 Lumen system? Something about the lighting looks so good.
Using screen space directional occlusion.- All lights cast dynamic shadows.
We’ll get more into the game’s deeper systems in the full review but since this is the only PlayStation 5 exclusive game at launch (not counting the still very good Astro’s Playroom) the first thing anyone really wants to know is what the game looks like. And the short answer for that is… fantastic.
We were surprised to discover that the game doesn’t use ray-tracing, even though there are reflective surfaces (so far mostly puddles) and some gorgeous use of light and shadow. Either way, it’s easily the best looking game on the PlayStation 5 – a clear step ahead of Spider-Man: Miles Morales – and by that virtue one of the best looking console games of all time.
It would be that anyway, from a technical perspective, but what makes it so impressive is that developer Bluepoint, who also handled the Shadow Of The Colossus remake, have nailed the FromSoftware aesthetic so well. Perhaps you could argue they’ve made the character designs slightly more stylised – more cartoonish we’ve heard some people say – but that’s really just a by-product of the improved animation and things like glowing eyes being easier to make out.
If Demon’s Souls is the first proper PlayStation 5 exclusive it’s almost overwhelming to think what games might look like in a couple of years from now. Although the DualSense controller also plays a major part in making the game feel so unique and ‘new’. The haptic feedback effects are subtle but as you press down one of the adaptive triggers to pull off a heavy attack the rumble you feel is subtly different depending on whether you hit the wall, the floor or an enemy’s blade. Together with the excellent sound effects the sense of immersion and physicality is incredible.
"The most graphically advanced game on the PS5 is a remake of the forerunner to Dark Souls and it’s already a game of the year contender."[/quote]
One GOTY contender on Metro side
Sure looks like the Demon's Souls remake is a generational improvement over the 2016 game, even with both rendering at 4K.