Gave Avatar a look today as well as it's one of the games my son has been waiting for for a long while (he's a big Avatar fan). I admit up front that while the game looks good overall I wasn't as blown away as others seem to be. Granted, I have been playing a lot of Ark Survival Ascended lately with my wife and that will admittedly move the comparison bar a bit (more on that later).
Looked a bit at the shadows (because of course I did
), but there doesn't seem to be anything special going on there. Even at max settings on PC it's pretty average-resolution cascaded shadow maps with screen space shadows on top. They are likely playing some additional games with projected textures (as alluded to in the settings menu) as there are some weird inconsistencies, for instance:
It's clear that the majority of the sharper shadows are just screen space contact shadows, but there's some strange effects in the animation that make me wonder how they are being combined, or whether the tree canopy shadows are being special-cased.
The local light shadows have additional weirdness on top of this, with quite a few cases where it seems like there's just some precomputed light function (or possibly even just strong normal maps to fake it), as they do not animate consistently, for instance:
The resolution of the local light shadows is also often pretty poor, and there does not appear to be any soft shadow approximations in either the local or directional light shadows.
In terms of the lighting and GI, I need to play more but so far I haven't seen much evidence of dynamic GI. Maybe it's there and subtle, but even basic stuff like skylight occlusion or indoor ambient occlusion is clearly not present:
In general while the daylight lighting can be pretty decent, the indirect/overcast lighting can get pretty flat, and the geometric quality of the rocks and such is honestly not very high. Most of the detail is in the textures:
As for the night lighting, I think a good amount of that might be faked to be honest. I need to test more once I play with my son and we can put dynamic objects in more positions, but for instance picking plants doesn't affect the lighting environment around them at all. Similarly in a few cases you can clearly see there are analytic lights/specular placed to create fake bounce/GI for the nighttime stuff, ex:
This may not be the case for the more open world segments, but I need to play more to see. Is there a true time of day system in the game? So far I haven't noticed the light position moving at all and the TOD transitions have all been effectively static. That said I assume once the gameplay opens up a bit more (again I've only played a few hours) it will have to become a real time of day thing, right? Some of these questions would be more obviously answered if we can see the twilight transition from day to night lighting more clearly.
I'm picking on it a bit because again I admit it didn't blow me personally away in the same way as it seems to have for others. I do think most folks would agree that Ark SA on max settings - despite some rough edges and a lack of AAA polish - does look a clear step above this from a technical perspective, and in a truly dynamic (with lots of player building) environment as well.
That said, there are certainly a lot of good points for Avatar in comparison as well:
1) Performance is good. I get 100-120fps or so in Avatar with a 4090 and DLSS Quality, max settings (but not using the command line thing yet). Ark is more like 60-80 with the same resolution/DLSS.
2) Avatar looks much more similar at lower quality settings, including presumably 60fps console settings. Ark SA can scale down somewhat but the quality falls apart quickly, and there is no 60fps console mode.
3) As noted Avatar has fewer rough edges in the presentation that Ark, which has quite a few. Avatar is certainly not artifact free (DLSS in particular has more aliasing in motion than I am used to... not sure if that's tuning to keep ghosting down or some issue with motion vectors but I'll have to try the other options too), but it has clearly received a fair amount of care at least in the first portion of the game.
tldr: Avatar almost certainly looks better on lower end machines and consoles, but Ark SA is clearly a step up on the very highest end PCs.
In any case I'm looking forward to playing more and particularly getting to the flying parts so I can see how the larger scale stuff holds up. So far though I admit it feels a bit closer to games we've already seen and current-gen rendering techniques with some tricks and settings increased a bit than something really pushing the technical bar. Ultimately it holds up well enough and it's fun so far so that's really what matters.