Jawed
Legend
And his diction has improved drastically.hmm Oliver is actually quite a decent shot.
And his diction has improved drastically.hmm Oliver is actually quite a decent shot.
MAybe we should start embracing natural light, as in some cinematic approaches (dogma, etc.). I understand sometimes a certain visual (or even sound) vision is what the director wants to achieve, but I'm a bit tired of this dissonance between real life and how we think real life MUST look and be heard in movies, series or even static pictures.
At least it'll give DF another category of things to check for; fake lighting sources you can see what's going on.I wonder if adding an invisible light source is more expensive than using a surface to bounce light in the case where you’re already doing global dynamic gi.
Those lighting tricks are mostly relevant for cut scenes where the devs are in control of the camera and want to touch up the scene just like in a movie. For regular gameplay the fake lights are placed all over the place for a different reason - to fake GI. That’s no longer necessary. There will still be cases where lights are placed for dramatic effect but just like in real life it should require far less of them.
You went quite far, could this be different agent after first one got trough the pole during low resolution simulation? (time step and/or world)Great video. As posted in the Unreal thread, I already tested the persistence of the AI earlier when I found one stuck against a lamppost (which is something that should be easy to fix but also suggests their movement patterns are pretty simplistic at the moment, also witnessed from that they clearly walk predetermined and not always sensible paths, like in my video where almost all normal people rounding that corner would have taken the obvious shortcut.
But if they still have Epics ear I would love to hear confirmed that even though the AI may be persistent, they are swapped out against different models.
Or it could of been bumped by someone else which put it away from the pole, its obvious none sees the pole, thus I assume it must not of been baked into the collision geometry, simple fix.You went quite far, could this be different agent after first one got trough the pole during low resolution simulation? (time step and/or world)
I'm more inclined to think they just had to finish there for the demo and this aspect is still WIP.edit: you would think they would have some mechanism to stop the AIs getting trapped like that. I guess maybe they trust the world builders to construct a perfect world (though what about moving objects) with me since I know the worldbuilder (also me) is a lazy cunt, there will be errors, so I have to work off the premise something will go wrong
I would like that - but that would be pretty rare as demos goBTW i wonder if the demo will get updates.
So both PS5 and XSX can render up to 4 times more pixels than XSS. That's a enormous gap and they are doing so with higher settings.When content is letterboxed, the borders aren't simply black overlays as is often the case - Epic is concentrating GPU power into the visible area, meaning that we're actually looking at native 1066p-1200p rendering.
In the most intense action, 1080p or perhaps lower seems to be in effect, which really pushes the TSR system hard. At the entry level, it's incredible to see Xbox Series S deliver this at all but it does so fairly effectively, albeit with some very chunky artefacts. Here, the reconstruction target is 1080p, but 1555x648 looks to be the max native rendering resolution in letterboxed content with some pixel counts significantly below 533p too
At the entry level, it's incredible to see Xbox Series S deliver this at all but it does so fairly effectively
Yeah I think that is the point - it is impressive that full diffuse GI + RT Reflections is running at all on the XSS. RDNA2 is not an RT beast as we know, yet here we are getting a range of RT effects that is extremely heavy on a machine with little RAM and a weak GPU. I think given what is visually happening, XSS is doing a good enough job for an entry level machine.Honestly even if it looks worse and lower res on XsS, the fact that it works at all in a very playable form still amazes me for the price and size of this little machine !
its one way to look at it, but performance per dollar ps5 and xsx have far superiorHonestly even if it looks worse and lower res on XsS, the fact that it works at all in a very playable form still amazes me for the price and size of this little machine !
And this sentence from Digital Foundry is really out of place when objectively this is probably the worse scaling ever. Usually we see 2.5x-3x less performance compared to XSX but here we have 4x worse (at lower settings). It's an incredibly bad performance from XSS here.