Quantum Break [XO] (by Remedy) *large images*

In my opinion Kingdom Come will have the best GI implementation (next to Alien: Isolation) in a game. They want to use real-time voxel GI also on the consoles. For Warhorse it is an integral part of the appearance and they are trying everything.

BETA sceens (not mine)
https://farm2.staticflickr.com/1699/25272058982_0b3a411903_o_d.png
https://farm2.staticflickr.com/1614/25094720010_6b716ef5be_o_d.png
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Wondering why the shadow is freaking out in this part
1kms8f.gif




It's this video right at the end

Also, the game could definitely use volumetric shadows like in K:SF, it's really noticeable in scenes bathed with volumetric light sources (which is most of the time) hope we can enable this on the pc version

Example
2390118-killzone_9885ulsx5.jpg


1ktsh3.jpg


Up close
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Also, there's definitely something wrong with the way light is bouncing around, these desks shouldn't produce so much light, it's almost like the screen on the left is facing backyards. And shouldn't these red first aid packs bounce red light in the same way the door handle did?
1jks0m.jpg

I agree.
 
I am looking at the video now.

as I said before, the low precision and low resolution SSR is being mistaken for lighting, as demonstrated in your shot:
1jks0m.jpg
 
Also something curious as well, probably just a bug. Reflections are affected by the muzzle flash but not the actual 3D object?
16fscc.gif
 
Wondering why the shadow is freaking out in this part
1kms8f.gif




It's this video right at the end

Also, the game could definitely use volumetric shadows like in K:SF, it's really noticeable in scenes bathed with volumetric light sources (which is most of the time) hope we can enable this on the pc version

Example
2390118-killzone_9885ulsx5.jpg


1ktsh3.jpg


Up close
1busuk.jpg


Also, there's definitely something wrong with the way light is bouncing around, these desks shouldn't produce so much light, it's almost like the screen on the left is facing backyards. And shouldn't these red first aid packs bounce red light in the same way the door handle did?
1jks0m.jpg

The game has loads of volumetric lighting. It seems most of you aren't good at finding these things. You can actually see the characters cast shadow shafts from the lights.

Also that's isn't reflection. It's the SS indirect lighting as you can see in the video the lighting changes in the desks.

Read up on their engine
https://mediatech.aalto.fi/~ari/Publications/SIGGRAPH_2015_Remedy_Notes.pdf
 
The object is lit up; look at the label; it lights up. The shadows are baked however, and are drawn over, and thus; cannot be lit.

16fscc.gif
 
Even if this is a feature:

dome-quantumbreakprevfks7o.jpg


It doesn't make it look any better. But i think i'm right in calling it a bug.

The game has loads of volumetric lighting. It seems most of you aren't good at finding these things. You can actually see the characters cast shadow shafts from the lights.

It seems like you are the one that doesn't get what i am saying. From the footage available i didn't see anything that looks like these:

http://giant.gfycat.com/EnragedAfraidDolphin.gif
http://giant.gfycat.com/ResponsibleBlueDore.gif
http://giant.gfycat.com/LastAstonishingGroundhog.gif

The game could definitely use volumetric shadows precisely because it has many volumetric light sources. And if the X1 can't handle it in the game, give us the option on PC to turn it on, that's all I'm saying.

Edit: I remembered correctly, even Alan Wake was doing it in some capacity, in QB it doesn't seem present at all:
Alan-Wake-Lighting.jpg

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In scenes like these it should be obvious to spot them
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Volumetric lighting was a higlight of Alan Wake, and a pretty rare effect in most other games of that gen. They've steped back with it in QB, but it is still there, just much lower res this time ( and specially when compared to KZSF which had very detaild volumetrics )

The SSR and light bouncing is very aproximate and full of artifacts, false occlusion, light bleeding and so-on, as is typical of any screen-space effect nowadays, though more noticeble than avarage here because those have very large radius.
To point out that "there's definitely something wrong with the way light is bouncing around" is borderline silly. Of course there is. No real time solution can get that kind of stuff right at this point in time, nor in the near future.
Its important to note that not all colored objects should reflect as much light as those door handles (actually, I think not even those door handles should have reflected THAT much light, but it did look impressive) That needs a large amount of direct light hitting the object AND a low amount of light light hitting its surrounding so that the bleed is most noticeble.
 
New footage from IGN (same footage but probably the gold build)


Edit: New footage is included in these videos
 
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graphics look ace. Animations are a bit rough though.
Some weird omissions like no interaction with foliage. lot of shadow artifacts, but IQ is very clean.
 
Live action videos are not on the disc! Xbone users will be able to stream or store them to local storage in 1080p quality, while PC users will only be able to stream [up to 4K quality].

Weird choice, especially for users who did not expect that this fully singleplayer game will demand [serious] online connection in terms of bandwith speed and total data transfer.
 
This video is great if you want to see the current build (more stable = less tearing)


They explain how the game works and talk a bit about the development process at Remedy, which is quite nice :smile:
 
Live action videos are not on the disc! Xbone users will be able to stream or store them to local storage in 1080p quality, while PC users will only be able to stream [up to 4K quality].

Weird choice, especially for users who did not expect that this fully singleplayer game will demand [serious] online connection in terms of bandwith speed and total data transfer.

Why.

I mean, a good bit rate 720p film can still look decent too - have the higher res optional for bandwidth concerns. :confused:
 
Pretty weird walking animations
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but other than that i like them overall, the combat related anims (time powers and warping around) are really well done.

Material shaders could also use some more love
materialshadersossou.png


but the lighting masks a lot of these issues imo. It's definitely the strongest point of the game by far(and the facial capture tech in cutscenes)
 
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New footage from IGN (same footage but probably the gold build)


Edit: New footage is included in these videos

In the first video you can see examples volumetric shadows at 0:19, 0:33, 0:54 (the rotating lamp). At 10:50 (the patrol car headlights).

At 4:17 you can see that the bug with reflections being lit by muzzleflashes but not the object itself has been fixed.

I haven't watched the others yet.
 
In the first video you can see examples volumetric shadows at 0:19, 0:33, 0:54 (the rotating lamp). At 10:50 (the patrol car headlights).

At 4:17 you can see that the bug with reflections being lit by muzzleflashes but not the object itself has been fixed.

I haven't watched the others yet.

Yes they seem to have changed some things in the gold build. So it was a bug
4ujsuf.jpg


About the volumetric shadows, they still seem to be very selective about how they are using them, in the lamp example is easy to miss since they are very low res
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The other example you said was easy to spot though
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But literally 5 seconds later this happens
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I'm guessing it's done for performance optimization and could potentially see more use in the PC version if it's not a straight up port of the X1 game.
 
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