I can't remember the last game that blew me away graphically on PC :/
RDR2's weather simulations and overall atmospherics are very impressive. I guess the new Microsoft Flight Simulator also falls into that category. But both are marred by terrible SSR implementations, which is like sticking a finger in your eye while looking at the Mona Lisa.
You are right, there hasn't really been something mind blowing, but that is just the nature of iterative engine development. This generation of games is defined, for the most part, by PBR rendering pipeline, and that has been quite an improvement over the last generation. If you don't see that, you need to look harder (or at all, really). Coupled with global illumination (or sufficiently apt approximations), scene lighting has also greatly improved over the last five years. It's just that nothing has been sudden enough to say "wow!".
I don't like the engine used by this game, or at least what has been shown so far in long gameplays. I'm not speaking about the art style. The engine is showing its age. Lighting and shadowing is very crude. We've had better engines for years now, so those outdated techniques are sticking out like a sore thumb.
I believe you have rose tinted glasses. It looked OK in 2015 and ran relatively slow. It was downgraded because it ran even slower. In 2020 it just looks *not good*.
Well remember that REDengine was originally developed for TW2 somewhere between 2006 and 2010, and most likely used Aurora as a base (i.e. the Neverwinter Nights engine which they used for TW1). Much like Source was derived from GoldSrc which was derived from the Quake engine. While they have moved along to REDengine v4 for 2077, it wouldn't surprise me if there is a bunch of clunky legacy code in its guts.
And as Skyrim/FO76 has taught us, it’s never a good idea to tack more and more and more on top of a very old engine. At the end it just vomits it’s all back.
"Cyberpunk 2077 will have 75 "street quest stories"
This comes from studio head John Mamais, in an interview with ONMFST. "There’s a couple of layers," he says when asked about the open world of Cyberpunk 2077. "There’s a passive layer, which is the vendors, then there’s the STSs, which are the street stories. I think there’s around 75 street stories. Then there’s minor activities as well." It seems that these street stories are entirely their own thing; "little quests" that are presumably smaller than side quests, but also more customised than randomly generated encounters.
Mamais says that "They’re all custom done", not "automatically generated. There are set templates that the guys can use but each one is customized to make them feel unique. The world’s going to be filled with that stuff. It should feel really good." Each street quest, then, should actually feel like a different experience, separate from each other, and like a real piece of the in-game world.
There are 4 types of quests. The main story, side quests, street stories and minor quests.
Well remember that REDengine was originally developed for TW2 somewhere between 2006 and 2010, and most likely used Aurora as a base (i.e. the Neverwinter Nights engine which they used for TW1). Much like Source was derived from GoldSrc which was derived from the Quake engine. While they have moved along to REDengine v4 for 2077, it wouldn't surprise me if there is a bunch of clunky legacy code in its guts.
I was amazed back in 2007 and what the Witcher devs did with the original Aurora engine. Not only did it look good (for the day), it even had a physics engine and other improvements.
Impressive what some devs can squeeze out of an old engine.
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