How are sales doing for demon souls PS5?
When Sony isn't shouting at the rooftops, I'd assume lukewarm at best.
How are sales doing for demon souls PS5?
When Sony isn't shouting at the rooftops, I'd assume lukewarm at best.
Sounds like a stretch to me
Its not gonna sell more than ps5s exist but so far its probably doing fine considering
So I started the game and went mage and died a few times, then tried Temple Knight and died a few times then started Royal build and started getting the hang of things. Finished 1-1 then went to 3-1(Latvia) after watching FightinCowboy and his Royal build. I know he is a pro, but I am getting my ass handed to me at certain times in 3-1. There's also a key I am missing to free the soldier and the mage. Haven't fought the crossbow lady or the final boss but I am looking for the keys first.
What am I supposed to be doing in terms of the maps?
Boletarian Palace 1
Stonefang Tunnel 2
Tower of Latria 3
Shrine of Storms 4
Valley of Defilement 5
Are you supposed to kill the Red Dragon on 1-2? I can't get the crossbow or Bow pointer working properly. I can't get it to zoom for some reason.
You don’t need to kill the red dragon, just run through the burning bridge. You can kill the dragon but wayyyy after if you really must (you don’t get much from doing so) by using poison cloud and soul ray. Not worth it in my opinion.
What am I supposed to be doing in terms of the maps?
Boletarian Palace 1
Stonefang Tunnel 2
Tower of Latria 3
Shrine of Storms 4
Valley of Defilement 5
.
No.Is the game using Nanite? The world looks so dense.
No.
It uses some form of displacement mapping.
Polygon rendering is most likely still done by traditional GPU rendering path.
yes its quite cheap but can lead to visual artifacts where it looks like the texture is swimming on a surface with angle of the camera changing, also it requires a bit more work to get looking good from the artist.Is that computationally cheap? The world looks so "full" I'm having a hard time to explain. It's like rocky road insanity. I wish we had more of it.
yes its quite cheap but can lead to visual artifacts where it looks like the texture is swimming on a surface with angle of the camera changing, also it requires a bit more work to get looking good from the artist.
I dont think thats the main reason this game looks good, it just has a higher polygon count than evry other game out there. eg look at the bricks above when viewed close by you can see each brick is a separate model with its own shape, unlike how its usually done where the bricks shape is due to the normal/height/displacement texture maps. They just dont look as good
Actual tessellation part can be quite cheap, but it affects performance of rasterization/shading of those created polygons.Is that computationally cheap? The world looks so "full" I'm having a hard time to explain. It's like rocky road insanity. I wish we had more of it.
DX11 method of tessellation is very limited on how much you can tessellate the object, so surface needs to have quite dense polygon for it to work decently.I thought it was combining high detail models with tesselation?
EDIT: googling seems to confirm that.
yes its quite cheap but can lead to visual artifacts where it looks like the texture is swimming on a surface with angle of the camera changing, also it requires a bit more work to get looking good from the artist.
I dont think thats the main reason this game looks good, it just has a higher polygon count than evry other game out there. eg look at the bricks above when viewed close by you can see each brick is a separate model with its own shape, unlike how its usually done where the bricks shape is due to the normal/height/displacement texture maps. They just dont look as good
For good tesselation you need detailed models, eg you need each brick modelled as a seperate entity.I thought it was combining high detail models with tesselation?
For good tesselation you need detailed models, eg you need each brick modelled as a seperate entity.
i.e. tesselating a flat wall will not make it magically look better.
Taking inspiration from the demons souls remake, I've been making a level in my game, no baked lighting, all real time
Did you see the very detailed, long and amazing interview Bluepoint did with DF? I'd very much recommend that, they cover pretty much everything.Broken link?
By the way, what's with the lighting again with this game? It looks pretty good. What console game does the same lighting? Something about Global Illumination?
For good tesselation you need detailed models, eg you need each brick modelled as a seperate entity.
i.e. tesselating a flat wall will not make it magically look better.
Taking inspiration from the demons souls remake, I've been making a level in my game, no baked lighting, all real time
broken link? I didnt include any linkBroken link?