VFX_Veteran
Regular
So I finally got to load up Quantum Break in Windows 10. Boy was I surprised at the graphics engine. Playing on the PC, I can understand all the grips about the framerate. However, having said that, I'm amazed at the visuals. I was wondering if there were any talks/papers on this games graphics engine.
One thing that was immediately eye-pleasing for me to see (I'm only in the first Act) is the self-occlusion of all the objects in the environment. Starting from the main character that you interact with (his clothes, neck, jacket on sleeve, etc..) to literally every object that's in interiors, you get this nice soft occlusion that I only see in CG renders. How expensive is this in realtime rendering and why is it that I have only seen this in a couple of games to that degree (100% of objects rendered and not just 60%)? To be clear, I'm talking about objects that are already in shadow from a direct light source that simulates indirect occlusion. I look back at all the games I've played in the last 2 years (Witcher 3, MGS5, AC:Unity, FarCry: Primal, etc) and only a small number of games (Batman AK, RoTR in some places) do this.
The other thing I noticed was the extensive use of screen-space reflections. Most game tag a certain number of objects to cast reflections being very conservative with the materials. It seems that QB uses it for whatever material has specular reflections. A very nice added detail that I love. The lab at the University appeared to me to have borderline "path-traced" render quality.
All in all, I'm extremely impressed with this game's visuals and would like to learn more of the differences in what that team considered "high priority" vs. other teams that don't consider these things high priority.
One thing that was immediately eye-pleasing for me to see (I'm only in the first Act) is the self-occlusion of all the objects in the environment. Starting from the main character that you interact with (his clothes, neck, jacket on sleeve, etc..) to literally every object that's in interiors, you get this nice soft occlusion that I only see in CG renders. How expensive is this in realtime rendering and why is it that I have only seen this in a couple of games to that degree (100% of objects rendered and not just 60%)? To be clear, I'm talking about objects that are already in shadow from a direct light source that simulates indirect occlusion. I look back at all the games I've played in the last 2 years (Witcher 3, MGS5, AC:Unity, FarCry: Primal, etc) and only a small number of games (Batman AK, RoTR in some places) do this.
The other thing I noticed was the extensive use of screen-space reflections. Most game tag a certain number of objects to cast reflections being very conservative with the materials. It seems that QB uses it for whatever material has specular reflections. A very nice added detail that I love. The lab at the University appeared to me to have borderline "path-traced" render quality.
All in all, I'm extremely impressed with this game's visuals and would like to learn more of the differences in what that team considered "high priority" vs. other teams that don't consider these things high priority.