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Kojima seems to like the Decima engine: http://www.pressa2join.com/news/hideo-kojima-talks-decima-engine
Yeah even goes as far as saying the engine is a whole league above everyone elseKojima seems to like the Decima engine: http://www.pressa2join.com/news/hideo-kojima-talks-decima-engine
Yeah even goes as far as saying the engine is a whole league above everyone elsewhich is no small praise. I wonder who were those 30 studios he visited.
I noticed on this video, that the clouds only cast shadows on far away geometry. Is it an artistical choice or a techincal limitation?
It has to be a technical limitation I reckon, global cloud shadow casting might be too much to the console. But to even have cloud shadows running among all other features of the engine is still a pretty amazing achievement.
The clouds shadows are faked, they don't go in the same direction as the clouds.
They follow the same patern, they should also change with the position of the sun.
What a shame. They were so close to have the ultimate real time sky... They already have dynamic, fully volumetric, ray-marched clouds with correct god-rays, that seem to not be faked in screenspace, and aparently, they also seem to raycast fog on top of that too.
As for using the good-old scrolling random tiled cloud texture technique to fake cloud shadows, sure that is cheaper than computing acurate shadows that match the sky, but I don't think applying that only to distant geometry vs. the entire screen makes much of a difference, but I could be wrong... So, in that case, the specific choice of not having those clouds affect the near-player area , be those shadows fake or not, might be purely artistic. Not to confuse the player maybe?
Also, since they have a dynamic volumetric clouds being simulated in real time, I can't see why the shadows (even if faked with a random texture) can't match the same movement direction as the clouds in the sky. They could even account for sun position, although in a very geometrically innacurate way (by using an angle calculated assuming perfectly flat ground and cloud layers). So if there is a mismatch there, it's probably due to lack of dev. time than lack of processing cycles avaliable.
I'd even say that creating a cloud shadow texture that does match the sky simulation might not be that expensive either. They are more than half the way there since they already have the real-time cloud volume sim and ray-marcher in place. All they need is to use that same system to render the clouds from the perspective of the sun into a cloud shadow texture. Not that rendering their clouds twice is an inconsequential cost, but for the shadows, all they need is coverage (no shading), they can do away with even lower resolution (very soft shadows) and they can rely even more heavily on temporal amortization (not-camera dependent, very slow changing). So even that, might be more of a limitation of dev time than available processing power.
Here is hoping they do implement that stuff on their next game!
Do you know why the filtering is kind of poor on PS4 ? Look like there is no AF at all sometimes. Which is kinda of ruining the visuals... 2016 graphics mixed with pre-2000 filtering... I'm a little hard here, but, the art is so good, and then the filtering is poor... It doesn't make sense to me.