VFX_Veteran
Regular
Hello Guys!
I've had the excellent opportunity to play this game this past weekend and well, talk about a game clearly made for future hardware... It brings my Titan X to it's knees quite often. And the server lag still needs a boost, but what I've seen is going to be the hallmark of open world games. Didn't know that UE4 had such excellent tech in it so far. There is literally every bullet point of next-gen technology in this game starting with the hardest to do right:
* Dynamic Global Illumination (this is done RIGHT) -- this GI is everywhere. Going into the forest makes it even more prevelant. But what is so so cool is watching out the bounced light changes colors based on an other light source hitting it. If you create structures around trees, the light will take a different direction casting shadows in it's place. It's simply an amazing accomplishment in gaming.
* POM -- hardly used in most games, this is a welcome return. Seeing textures that have baked in occlusion according to light source makes the textures look rich and inviting.
* Displacement Mapping -- pretty good use of it.
* SSS -- awesome shader on the skin modes for all the fleshy creatures.
* Dynamic weather and sky -- the lighting is completely dynamic showing off some really nice bounce affects as the GI and shadows get calculated in real time.
* Ambient Occclusion Everywhere -- yes, we finally get occlusion even when you are in shadow. Everything is occluded.
* PBR shaders -- even the foliage has specular highlights depending on the sun's direction.
* SSR -- water is done really well here and reflective wet surfaces also are done dynamically.
Having said all that -- there are 2 things that really bother me:
* Animation -- this needs a lot of work. Not just in the character movements, but also in the dynos. I feel they don't have much weight to them. They need to mimic the procedural animations of the zombies in Dying Light., animation recoils from taking damage from the monsters would be a welcome
* FX -- could use some more love. Fire looks cool, but the sparks don't. Missing sparks for picking rocks, rounder blood for hit, perhaps some decapitation or dismemberment would be awesome, arrows need to stick in the creature, etc.. Rain textures are missing. We want Batman AK type rain animated textures on the ground, rocks, etc..
Lastly, I hate the trees, rocks, foilage, in the way they fall. They die out way too fast. They need to stay around a little longer to maintain realism.
Otherwise, this isn't a game I'm seeing getting surpassed in the coming years as far as "feature" equipped goes. It'll be interesting how much they remove for the consoles.
I've had the excellent opportunity to play this game this past weekend and well, talk about a game clearly made for future hardware... It brings my Titan X to it's knees quite often. And the server lag still needs a boost, but what I've seen is going to be the hallmark of open world games. Didn't know that UE4 had such excellent tech in it so far. There is literally every bullet point of next-gen technology in this game starting with the hardest to do right:
* Dynamic Global Illumination (this is done RIGHT) -- this GI is everywhere. Going into the forest makes it even more prevelant. But what is so so cool is watching out the bounced light changes colors based on an other light source hitting it. If you create structures around trees, the light will take a different direction casting shadows in it's place. It's simply an amazing accomplishment in gaming.
* POM -- hardly used in most games, this is a welcome return. Seeing textures that have baked in occlusion according to light source makes the textures look rich and inviting.
* Displacement Mapping -- pretty good use of it.
* SSS -- awesome shader on the skin modes for all the fleshy creatures.
* Dynamic weather and sky -- the lighting is completely dynamic showing off some really nice bounce affects as the GI and shadows get calculated in real time.
* Ambient Occclusion Everywhere -- yes, we finally get occlusion even when you are in shadow. Everything is occluded.
* PBR shaders -- even the foliage has specular highlights depending on the sun's direction.
* SSR -- water is done really well here and reflective wet surfaces also are done dynamically.
Having said all that -- there are 2 things that really bother me:
* Animation -- this needs a lot of work. Not just in the character movements, but also in the dynos. I feel they don't have much weight to them. They need to mimic the procedural animations of the zombies in Dying Light., animation recoils from taking damage from the monsters would be a welcome
* FX -- could use some more love. Fire looks cool, but the sparks don't. Missing sparks for picking rocks, rounder blood for hit, perhaps some decapitation or dismemberment would be awesome, arrows need to stick in the creature, etc.. Rain textures are missing. We want Batman AK type rain animated textures on the ground, rocks, etc..
Lastly, I hate the trees, rocks, foilage, in the way they fall. They die out way too fast. They need to stay around a little longer to maintain realism.
Otherwise, this isn't a game I'm seeing getting surpassed in the coming years as far as "feature" equipped goes. It'll be interesting how much they remove for the consoles.