Why is it that in some games subsurface scattering is present during realtime cutscenes but not during gameplay. It's especially jarring in ROTTR and U4. I love how it's present at all times in Horizon. Very rare for most games though.Thought some Gears of War 4 would be interesting here since it targeting xb1 limitations means certain constraints a pure PC release or PS4 release would not have. Cutscene @ 7680 X 4320
Gameplay in single indoor light @1920X1080
Resource intensive techniques I'd guess. Some closeups on Aloys eyesWhy is it that in some games subsurface scattering is present during realtime cutscenes but not during gameplay. It's especially jarring in ROTTR and U4. I love how it's present at all times in Horizon. Very rare for most games though.
It is present during gameplay in Gears of War 4, it just depends highly on the light type affecting the face. For example, if the secondary lighting in a scene is just from a cube map ambient, or just from an unshadowed point light... then the effects of SSS are scarecely visible.Why is it that in some games subsurface scattering is present during realtime cutscenes but not during gameplay. It's especially jarring in ROTTR and U4. I love how it's present at all times in Horizon. Very rare for most games though.
I am pretty sure SSS exists in Uncharted as well during gameplay
Definitely is, just in some scenes it is not. I am not sure if that is because how the light type in that scene plugs in to the skin shading (if at all), or if it is because they turn it off for performance reasons in certain areas when they are already overbudget.
They should not go too realistic too soon; in film photorealistic renders of actors have existed long before, it is the animation which usually breaks apart the illusion. Movies often have higher 'cgi' budgets as well as more data for render motion capture vs realtime cutscenes.
The character from Zero Dawn probably still looks 'good' when she talks, even if the lip sync is slightly off. With Hugh Jackman, if the motion and animation is even less than perfect, it could end up looking 'faker' and less believable than Zero Dawn or my favourite, Quantum Break.
How do other characters look in comparison at the same distance. From my point of view it is not enough to have a handful of characters who look very good to say that a game has very good characters. There should already be at least 20. Better would be over 50 characters with such a quality in a game or best all characters have about a similar quality. Even random NPCs.